branchrust_reboot/main/Submarinecancel

458 Commits over 122 Days - 0.16cph!

Today
Underwater labs modules puzzles setup More dwellings work
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Today
Make moonpool water plane convex, so that subs can detect it
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Today
Stability edit for centre of mass changes
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Today
Allow duo sub passenger to wield items
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Today
Don't allow pushing subs if not grounded
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Yesterday
rohans latest version of crittermovement shader
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Yesterday
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
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Yesterday
Dwellings dressing backup
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Yesterday
Labs Dwelling spawners collection prefab Setup nested dweller prefabs inside modules and placed spawners
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Yesterday
Preparations for Underwater labs dwellers
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Yesterday
Preparations for Underwater labs dwellers
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Yesterday
Dressing backup - moonpools wip
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Yesterday
removed unnecessary industrial light in Lighting3 prefab, this prefab should only contain moonpool water lighting
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Yesterday
Submarine speed edit
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Yesterday
Adjusting sub physics
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Yesterday
Added MonumentInfo to mountain and ice lake prefabs
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Yesterday
Adding a collection of steel metal crates made from various other crates and re-skinned
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Yesterday
Improve submarine stability
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Yesterday
Minor pedal speed tweak
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Yesterday
A bit more pedal angle
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Yesterday
Animated duo sub pedals
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Yesterday
- 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).
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Yesterday
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.
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Yesterday
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
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Yesterday
Let the vehicle detailed physics layer interact with triggers, so it can detect water volumes
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Yesterday
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.
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2 Days Ago
Ambient underwater herring (needs underwater masking in the shader)
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2 Days Ago
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2 Days Ago
Adjusted colliders on the duo sub to match the updated model with higher roof
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2 Days Ago
Fixed light offset fuckery in 2 and 3-way moonpools
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2 Days Ago
Cleaned out the old fog fakery
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2 Days Ago
dressing backup
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2 Days Ago
Fixed unwanted haze inside underwater bases
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2 Days Ago
Underwater lab glass with fake fog parameters. Slightly less base water wobble again.
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2 Days Ago
Added "Standard Refraction With Fog" shader that works exactly like "Standard Refraction" but adds additional fog to anything that is visible through the transparent object
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2 Days Ago
Toned down base water wiggle a bit.
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2 Days Ago
Removing debug log
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2 Days Ago
Added pathfinding for valid boat path to fishing villages when considering spawn positions
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2 Days Ago
Moved fishing villages into their own folder to separate their spawning from harbors (helps both harbors and fishing villages at finding spawn positions)
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2 Days Ago
Added support to PlaceMonuments to check a valid path to the open ocean when choosing a spawn position (through adding TerrainPathConnect to the relevant monument)
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3 Days Ago
Disabled projectors on the moonpools for testing.
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3 Days Ago
steel shelves variant files, colliders for the new shelves
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3 Days Ago
Control panels / LOD setup / added colliders / fixed last LOD level on the attachments
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3 Days Ago
More friction for the subs on land
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3 Days Ago
Let the subs know that they really shouldn't be able to apply thrust at all if they're on land
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3 Days Ago
Refactored the sub's water checks. Simplified a bit.
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3 Days Ago
Submarine editor fuel
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3 Days Ago
Give submarines 50 starting fuel when purchased or spawned. Added the methods that the boat shop uses to all applicable vehicle types.
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3 Days Ago
Cherry pick materials fix
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3 Days Ago
Fixed sub still turning if rudder input was held when the player dismounted
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