130,571 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
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                Centre of mass adjustment edit
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjusted player's hand position on sub steering wheel
 
                
                
                
                
                
             
         
        
            
            
            
                
                Submarine steering wheel moves. Removed GetSteering method from BaseMountable as it wasn't used anywhere.
 
                
                
                
                
                
             
         
        
            
            
            
                
                TriggerWaterGap system that ultimately we don't actually need, so putting this in a branch. 
63115 actually handles the situation well enough on its own.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge Submarine->HDRP_Art_Backport (aux)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Trying a fix for null MobileMountable. Slower but more foolproof fix also written here but commented out
 
                
                
                
                
                
             
         
        
            
            
            
                
                Underwater plant texture spec changes for a more underwatery look
Preliminary ocean depth darkening parameters & related materials
Water goggles post fx (not implemented yet)
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Shark prefab/id fix after moving it
 
                
                
                
                
                
             
         
        
            
            
            
                
                Some more tidyup / comments etc.
 
                
                
                
                
                
             
         
        
        
        
        
        
        
            
            
            
                
                Split up. added comments, tidied up WaterSystem class
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Apply AI sleep/wake fix for dynamic wake triggers shelved changeset
 
                
                
                
                
                
             
         
        
            
            
            
                
                Apply spawning shelved changeset
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Save memory on DungeonBaseLink by only filling volume and socket lists on the prefabs and the start pieces (replacing previous temp solution with a different temp solution)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed NRE spam in edit mode after running the scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Shore wetness is actually only present on shore, not deep underwater
 
                
                
                
                
                
             
         
        
            
            
            
                
                EnvironmentVolumePropertiesCollection contains ocean / underwater overrides for directional light intensity, ambient light intensity and reflection probe intensity (can be customized on "Environment Collection" asset)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed Potatoes and berries plants flagging the player as hostile when hit
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Can left click on an occupied io slot to "solo" that connection and only show the animated guide lines on that wire
Once solo'd you can move around freely, left click to cancel the effect and highlight all connections as normal
Only works while in TC auth
 
                
                
                
                
                
             
         
        
            
            
            
                
                WIP map updates to support multiple underground layers
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added two more electrical outputs to the debug generator and increased power output from 100 to 600
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increased push force again. Set fuel tank bool on duo sub.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Comment out the WaterFactor debug print in SubmarineAudio
 
                
                
                
                
                
             
         
        
            
            
            
                
                Can press RMB while placing an electrical cable to remove the last placed point, hold RMB for a second to clear the whole line
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Keep submarine level unless there's no-one mounted (allows driver to swap seats without it surfacing)
- Protections on submarine fuel looting
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Updated train map renderers for all the updated train stations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from voiceprops/dlc
 
                
                
                
                
                
             
         
        
            
            
            
                
                Set the maintenance side tracks to be secondary splines
 
                
                
                
                
                
             
         
        
            
            
            
                
                Moved Work Cart spawns to the new maintenance rooms
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▅▊▉ ▇▉▋▌▍'▇ ▊▇▍▇▌▉▅▍ ▌▋ ▆▊▍▊▉▆.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Procedural Map Underwater scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reworked lighting in all train tunnel entrance bunker modules to fix wall bleed and other issues
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked platform colliders to make it easier to jump onto them
 
                
                
                
                
                
             
         
        
            
            
            
                
                All DungeonBaseLink now have a reference to the DungeonBaseInfo they belong to stored