249,341 Commits over 3,959 Days - 2.62cph!
Fixed Resistances not showing for selected units. Removed resistances from the unit purchase tooltip. Added Apache as queueable from the Airfield. Don't show Kills for units that have no weapon.
Show unit and building resistances in the Selected Item panel. Added Resistance modifiers for units so that certain technologies can add or take from them. Added the Thermal Armor technology.
Merge from submarine branch
Crew cabinet texture polish / added emissive to cabinet lights
Tweaked the material of the metal bin to make it look better
Ocean ambience blending uses curve instead of simple blend distance
Have the dome shield particle effect follow the unit with SetEntity instead
Added DPS display to the unit information panel and balanced Pyromaniac's flamethrower
updated salmon to have a more salmon like shaped head, added orange roughy deep sea fish, model, skinned variant and materials
EntDoor/Platform => Door/PlatformEntity
KeyframeEnts/Doors/Platforms now check for validity of itself
Make ent_door's inputs public
Log trace dumps to a file too so they can't get lost in log spam
Reduced Dome Shield radius by 100. Update Dome Shield radius control point for particles. Added damage modifier support and updated rank system to use that. Added Basic and Advanced Ballistics technologies that upgrade existing and new projectile units with +1 damage.
Fixed creating entities in [Input]s throwing an error
Crew cabinets / LODs, colliders and prefab setup
Undone pixel snap stuff - it causes too many issues. Will find better way for smooth positioning world panels.
Dressing modules - detail pass backup
some extra junk for small_junk prop folder
Initial basic spawn limiting
Missed on last push. Scaling and Visuals.
Updated Bubble Guard w/ Scaling and more visual effects.
CP1 Does the scale, XYZ are need to correctly scale the bubble.
CP2 Now emits particles the more damage is taken.
https://files.facepunch.com/louie/1b2811b1/particles_weapons_bubble_guard_bubble_guard.vpcf%202021-07-28%2014-11-46.mp4
pointed dwellings to new npc prefab
Gibs that spawn underwater now have +8 drag and fall slowly
Dressing modules - detail pass backup
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Added underwater dweller prefab.
Manifest
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Fixed offset on control_panels_mid_crn collider
Speed up torpedoes, easier to aim. Adjust min depths.
Adjusting rising torpedo type's behaviour
enable read/write on 3 collision meshes to fix navmesh errrors.
Merge from voiceprops/dlc
Half ladder models/prefab
Replaced the ladder that poked out in moonpool 1way ladder
Fixed dwellings set dressing poking out of bases external walls
Made a static version of arcade cabinet, immortal
Fixed incorrect surface impact type for cargoship door
Made torpedo levelling out smoother
- Allow projectiles to not blow up when hitting the water by setting new goesUnderwater bool to true.
- Have torpedoes level out if they reach the water's surface.
Always show headwear in subs if it's a demo
Also hide headwear if the local player is mounted but has the camera in third-person mode
If the local player is also in the sub, don't hide headwear - only hide it when the local player is looking from the outside of the sub