249,349 Commits over 3,959 Days - 2.62cph!
Fix some issues in the critter shader making fish render all weird
(probably needs a forked version for things other than the fish though)
adding brick wall section models/textures, updated WIP construct map
Merge branch 'master' of sbox-game
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
Added various UI placeholder sound effects and building placement and construction effects
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
Adjusted surface torpedo behaviour based no more feedback. Torpedoes inheriting sub velocity again, since rising torpedos now start with a low initial velocity and we don't want to end up shooting ourselves
Torpedo texturte/mat optimization
Nixed particle plane collision not needed with the underwater masking.
Forgot to add the headlight to SoloSub
Fixed window drop spray on the Duo sub
Solosub fx conversion
Bubbles2 don't render above water
Adjusted rising torpedo behaviour based on feedback
Have torpedoes NOT inherit sub velocity, matching behaviour with other projectile weapons in Rust and making them easier to aim
updated kitchen asset prefabs and colliders
The Launch Pad will correctly open and close when a Nuke is being fired (temporarily remove dependencies for testing)
Changed Launch Site anim graph to use Client Simulate with a networked boolean
Fixed issues with aircraft moving around in circles when reaching their destination as a group
Kitchen dressing assets
models and materials and initial textures.
Working on unifying parameters to BulletArchetype jobs
Finished refactoring BulletArchetype jobs so we can merge them
Per-stage bullet job generation
Finished merging BulletArchetype jobs
Made some balance changes to the SAM Site
Added the SAM Site structure (can always make for testing right now.) Added MinVerticalRange support.
Dressing - crew quarters module detail pass
Muzzle fix for Sam Site
Muzzle1 to 6
Sam Site temp model with aim set up.
Added more rust to gas canisters