branchrust_reboot/main/Submarinecancel
475 Commits over 122 Days - 0.16cph!
updated kitchen asset prefabs and colliders
Kitchen dressing assets
models and materials and initial textures.
Crew cabinet texture polish / added emissive to cabinet lights
Tweaked the material of the metal bin to make it look better
Crew cabinets / LODs, colliders and prefab setup
Fixed offset on control_panels_mid_crn collider
UV mapped remaining crew cabinets
Dwellings prefabs - deep versions to accomodate walls without fillers
Updated necessary modules
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Fixed press buttons not being powered by default, set security door manipulators to toggle
Added radiation to some modules and dwellings
Variants for poker table A and bbq static (no art)
Some flow fixes, prepared prefabs
Static CCTV cameras naming pass for modules
Underwater labs specific lootcrates and lootspawns presets
Initial loot spawns setup across all modules (this may need revisit as we gather data)
Underwater labs modules puzzles setup
More dwellings work
Make moonpool water plane convex, so that subs can detect it
Stability edit for centre of mass changes
Allow duo sub passenger to wield items
Don't allow pushing subs if not grounded
rohans latest version of crittermovement shader
Set submarine greeble prefabs to be the flat version, created new curved versions and 90degree bend versions of all pieces, made pieces tile much better, added end caps for tiling pieces, added small decal like pipe inlet to blend with wall better, repositioned pieces to sit on the wall better, set up all new prefabs. Still need to make end tile caps blend in to wall better, fix up any bugs
Dwellings dressing backup
Labs Dwelling spawners collection prefab
Setup nested dweller prefabs inside modules and placed spawners
Preparations for Underwater labs dwellers
Preparations for Underwater labs dwellers
Dressing backup - moonpools wip
removed unnecessary industrial light in Lighting3 prefab, this prefab should only contain moonpool water lighting
Added MonumentInfo to mountain and ice lake prefabs
Adding a collection of steel metal crates made from various other crates and re-skinned
Improve submarine stability
- Renamed PoolVehicle to IPoolVehicle.
- Made the submarines an IPoolVehicle.
- Removed the wake on trigger enter, IPoolVehicle already covers it.
- Made BaseBoat an IPoolVehicle as well, and removed it from Kayak (it's a BaseBoat subclass).
Detail collider trigger detection caused too many issues. Go back to the old way, and just add a small Vehicle World collider on the sub's client side just for detecting water volume triggers. Subs now float reliably in swimming pools.
If a sub is sitting in an empty swimming pool and somebody starts to fill it, wake up the rigidbody so that it'll hopefully start to float
Let the vehicle detailed physics layer interact with triggers, so it can detect water volumes
Use Vehicle Detailed instead of Vehicle World in the swimming pool and paddling pool layer masks for the water volumes. Fixes submarines returning different water level results between client and server when used in a pool.
Ambient underwater herring (needs underwater masking in the shader)
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Adjusted colliders on the duo sub to match the updated model with higher roof
Fixed light offset fuckery in 2 and 3-way moonpools
Cleaned out the old fog fakery
Fixed unwanted haze inside underwater bases