branchrust_reboot/main/save215cancel
211 Commits over 31 Days - 0.28cph!
Added fish exchange vending machines to all fishing village monuments
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.
Shark model/materials/textures
finished 1st pass of all AI data cleanup/fixing after dressing.
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
bunch of dweller data changes
Added option for DDraw debug of data points
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fixed 4way LShaped dweller AI data positions
set dweller data gameobjects active on remaining 3 prefabs
added salmon and salmon_skinned plus materials
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
Shifted AI nodes from the prefabs in the autospawn folder to the dwellersData nested prefabs.
This will likely help as more rooms based on a same module get developped in the future and Ai content will vary alongside it
Dynamically connect intercom speakers and mics in underwater labs
Speakers will automatically connect to the closest mic within 128m
Made toilet seat an interactive chair using invisible chair - quick experiment, will revert if it doesn't play nice or need its own entity
Dwellings AI spawn/cover/move and obstacles setup - end
Fixed not being able to fish in the moon pool
Fixed moon pool water body fishing tag
Fixed line renderer not working if the viewmodel camera is being used
Updated bobber preview with new model
Remove orphaned meta files for BubbleTrail.mat and speargun_spear.worldmodel.prefab
An extra safe check. Include IsValid() test.
Fixed the same error in MixerSnapshotManager
Fixed error in WaterOverlay if the player was mounted to something that isn't a vehicle
Improved fishing rod third person animation
Extended base player animator instead of relying on overrides
Torpedo FX & related files.
Added some more primitive meshes for general FX purposes.
skinned up current fish to existing rigs
fishing bobber model and materials
Dwellings AI spawn/cover/move and obstacles setup - progress backup
Added secondary moonpool entrance / exit to underwater labs
Added MaxCountLocal and MaxCountGlobal to DungeonBaseLink (can specify per-lab and per-map limit for certain underwater lab modules)
Added InRangeOfHome event
remove fish idle debug visuals
Added a static variant of the deployed boom box, added to mess hall module
Reduced the audio range from 30->20 to fit more nicely in the module