199,178 Commits over 4,140 Days - 2.00cph!
Remade office desk textures to be higher quality
Can now hold shift or ctrl when clicking an AI event to move it up or down.
slightly bumped spawn chance
Messing with shore waves.
Increased MaxRoamDistanceFromHome of UnderwaterDweller
Some flow fixes and improved loot placement/door rotations
Material swapped gas canisters in underwater labs for steel variant
Renamed head prefabs of the kitchen furniture set, keeping greybox models around for pivot and naming reference
Buoyancy regression fix for Duo sub
Another torpedo tube adjustment
Fix wrong torpedo pipe mesh at LOD0
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merging kitchen furniture art in
Applied material variants on modules LOD1 and 2
Some extra polish on crew quarters visual theme/lighting
Dwelling AI data pass.
Added some null checks to AIZ.
Fixed being able to cast the bobber onto the moon pool deck due to the moonpool trigger
Fixed solo sub going a bit crazy when first spawned
Increase angular drag on gibs in water
Removed small fish from fish exchange and increased value of remaining fish
Replaced sturgeon with catfish, marked it as hidden and not fishable (waiting on art)
Adjusted submarine dismount points
Use an opaque material for the bobber preview, the standard preview material doesn't play nicely with water
Fix some issues in the critter shader making fish render all weird
(probably needs a forked version for things other than the fish though)
Fix fishing line positioning if graphics.viewmodelcamera was set to false
Don't allow torpedo storage access from outside subs
Show bait value on consumable panel
Fix submarines always thinking they were just damaged, and thus not being repairable
Fixed solo sub headlights not working
Depth curve adjustment to darken shallows a bit.
Removed water surface plane system for the bubbles, since we have the shader-based culling now.
Assigned all solo sub effects.
Add renderlabs command to generate a PNG of a specific floor of the underwater labs map
Add support for layer-specific map markers
Added a new swamp fishing tag, unused for now
Tagged the swamps and bandit town water bodies as river/swamp for fishing
More bitmask tweaks in FishLookup
S2P
Smarter calculation for initial torpedo movement
Removed centre of mass adjustment during climb/dive
Greenscreen fishy fish setup for Lewis
Extra check for velocity changes
Adjusted surface torpedoes again. Fancier maths
Make an enum for the map layers
Added orange roughy
Fixed a bitmask issue when looking at water types
Fixed moonpool fishing not calculating water depth properly
Fixed fishing in moonpool sometimes picking up the massive ocean collider