branchrust_reboot/main/Submarinecancel

475 Commits over 122 Days - 0.16cph!

3 Years Ago
Underwater lab procedural generation progress
3 Years Ago
Underwater lab conditionals prefab tweaks
3 Years Ago
Fixed WaterOverlay NRE on maps without water
3 Years Ago
Underwater lab conditionals prefab updates
3 Years Ago
Underwater lab autospawn prefabs
3 Years Ago
Unterwater lab prefab updates (socket adjustments)
3 Years Ago
Underwater lab test scene
3 Years Ago
Underwater lab generation baseline / proof of concept
3 Years Ago
created some demo layouts of the underwater labs
3 Years Ago
Code review: Fix comment wording
3 Years Ago
backup
3 Years Ago
Detail greybox models for underwater labs
3 Years Ago
Set MaxVelocity
3 Years Ago
- Use plane collision instead of world for water bubble FX. - Removed manual culling for bubbles, instead keeping a plane at the water's surface for collision culling instead. - Instead of needing world collision to cull the bubbles inside the sub when in the sub is moving reverse, just don't show bubbles FX at all for players who are mounted to the sub.
3 Years Ago
Add collision damage and collision particle effect for submarines
3 Years Ago
Fix reversed IsSwimming check
3 Years Ago
Increase flip torque on the kayak since I can't flip it with the value it had
3 Years Ago
Tidying up push code. - Added a standard push procedure to BaseVehicle (previously the method was blank), unifying a base push that can be overridden if desired for different vehicle types, but kept if a "standard" push is okay. Handles pushing in any direction and flipping over. Currently used for modular cars and submarines. - MiniCopter, Kayak, and MotorRowboat keep their custom pushes. - Moved the rigidbody wake and metabolism subtraction on push to BaseVehicle, since it's the same for all pushes, even the custom ones. Boat and kayak pushes subtracted two calories instead of 3 like the others. Rather than add yet another parameter, standardised them all to 3. - Moved push validity checks in MotorRowboat and Kayak out of DoPushAction and into CanPushNow.
3 Years Ago
Added pushing to submarines. Allow pushing in shallow water as long as the player isn't actually swimming
3 Years Ago
Merge Main->Submarine
3 Years Ago
Submarines use fuel
3 Years Ago
Parent trigger for the solo sub. Note: I wanted parent triggers on the two side fins also, but they shove the player underwater if they approach from the side (making it impossible to get up on them), so I've left them off.
3 Years Ago
Parent triggers for stable standing on the duo sub
3 Years Ago
Climb/dive adjustment. Don't start/stop so abruptly.
3 Years Ago
Cleanup & organization. Nixed soft camera frustum blend on that smoke mat.
3 Years Ago
Added a doorway condition piece for tubes between modules Added dungeon and environment / water volumes to the modules Basic UVs for scale
3 Years Ago
Adding greybox models and prefabs for underwater labs procedural modules and conditionals Pre-placed sockets for condtional meshes and links between modules
3 Years Ago
Fix for the quick blip of dive/climb sound when engine starts
3 Years Ago
Submarine audio code improvement. Add dive/climb audio loop.
3 Years Ago
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3 Years Ago
Pitch adjustment for prop speed changes
3 Years Ago
Fix some issues with engine start attempts on several vehicles
3 Years Ago
Initial submarine audio system setup
3 Years Ago
Removed unused engineStartFailSound parameter on WorkCart
3 Years Ago
GameObject rename
3 Years Ago
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3 Years Ago
Minor fix
3 Years Ago
GetFuelFraction now works
3 Years Ago
Code cleanup
3 Years Ago
Submarine mounting code. Only allow mounting via the top hatches (although it's pretty lenient).
3 Years Ago
Merge VehicleExplosionForces->Submarine
3 Years Ago
Subs move a bit when damaged with explosives (like modular cars do)
3 Years Ago
Exclude some more mountable parameters from the BaseVehicle inspector
3 Years Ago
Merge Main->Submarine. Also fixed "salt water" ui appearing + don't allow player to drink the sea water while mounted in a submarine.
3 Years Ago
Landing effects can show when mounting something from the water due to the following scenario: - Player is moved to the new mounted position via a ForcePositionTo RPC from the server. - ClientInput sees that they're now grounded and changes IsGrounded to true. - FootstepEffects' Update tick sees the grounded change and plays DoLandingEffect(). - Separately, Client gets a Load with the updated mount data and sets isMounted to true, too late to stop the landing effect. ForcePositionTo is called after SendNetworkUpdate on the server, but sometimes arrives before. I couldn't work out an elegant fix for this. Instead I've added a RecentlyTeleported bool that goes true for one second after teleporting, and set FootstepEffects to not show a landing effect if RecentlyTeleported is true, which covers the gap between being teleported and being mounted.
3 Years Ago
Don't show landing effect if player is mounted. Fixes water splash effect sometimes showing when mounting a submarine
3 Years Ago
Climb rate edits
3 Years Ago
Another dive/climb edit
3 Years Ago
Simplify climb/dive further
3 Years Ago
Improve sub climb/dive movement, remove the jerkiness