249,339 Commits over 3,959 Days - 2.62cph!
Tweaked Settings On Bubble Guard.
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Use CP#2.x even for the health, oops!
Set CP#1.x on the dome shield particle effect for the health and don't create two shields
Added salmon as a catchable fish (high end) in salt and fresh water
Ignore minimum water depth settings if the water is fresh
Updated Bubble guard with health and movement locked to unit
cp 1 x axis controls health.
Adjusted small fish rotation on viewmodel
Added fish exchange vending machines to all fishing village monuments
Move free editor supplied stuff to only when not loading save
Only give editor fuel if not loading a save
Final underwater explosion & related
Enable saving on submarines
Made Duo sub pontoon colliders 10% smaller to let it fit through a double door frame. Needs an update to the visual model to match.
Merge save215->HDRP_Art_Backport
Shark model/materials/textures
Editor load rising torpedo type
Updated Bubble Guard Particle
Still needs some work, need to add a way to change colour with damage.
https://files.facepunch.com/louie/1b2711b1/particles_weapons_bubble_guard_bubble_guard.vpcf%20_%202021-07-27%2020-47-04.mp4
Merge branch 'master' of sbox-rts
finished 1st pass of all AI data cleanup/fixing after dressing.
BulletArchetype generated job refactor to help with merging
door rotations to improve flow with procedural dweller dressing, which sometimes blocks access to puzzles
made the secret labs chair decor in the operations office
Support minimum attack distance for aircraft by using a Z value of 0 on Distance checks
Early return if minimum attack distance is not validated
Performance improvements to GetFreePositions / GetGridPositions. Added GetPerimeterPosition method to UnitEntity. Added MinAttackDistance to BaseUnit. Units with a minimum attack distance will move to range before they attack.
bunch of dweller data changes
Added option for DDraw debug of data points
UV mapped remaining crew cabinets
Temporarily remove steamworks.DownloadUGC's file argument in the callback
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fixed 4way LShaped dweller AI data positions
Vector2, Vector3, Angles, Rotation JsonSerialize roundtrip tests (and fixes)
set dweller data gameobjects active on remaining 3 prefabs
added salmon and salmon_skinned plus materials
Temp Bubble Guard particle for testing
Early basic version.
enabled dweller gate gameobjects on module_1200x1800_2way and module_1200x1500_2way_moonpool
Puzzle electricity tweaks
Added dungeon info scripts back to prefab instances in dungeon_base_test so the scene works
Null checks for NPCDwelling
Fixed duplicate DungeonBaseInfo on secondary moonpools
Rising torpedoes rise in a more buoyant-like way. Added torpedoes to my testing loadout.