branchrust_reboot/main/save239cancel
347 Commits over 30 Days - 0.48cph!
Fixed water pump placement issues (stating water too shallow when it wasn't)
Ocean is slightly less transparent when shallow
Increased effect of diving mask in deep water
Fixed another WaterSystem.Trace NRE on maps that don't have a water system
Fixed a gap above lower dack door
Tweaked tugboat gibs mesh / split the main body into three parts and reoriented the mesh
Added vehicle privilege child entity to tugboat (this is easy to reapply, so give me a shout in case anyone is getting a conflict with their local changes)
Vehicle auth system improvements
Fixed WaterSystem.Trace NRE on maps that don't have a water system
Cherry picked
84175,
84176 => Fixed base UV affected by emission UV; Emission toggle not disabling emission
reverting to straight exit out of ferry terminal
added textures for abyss suit helmet v 3 and removed the too good for this world green tint
Fixed tugboat being destroyed when loaded from a save
added ao to salvaged ice pick
added helmets 2 and 3 on diving suit to legs ignore list, and tweaked viewmodel skinning so its as good as i can get it clipping-wise
Allow timed explosives to attach to Tugboat
Revert accidental tugboat HP change
Added Prevent Building volume to base of tugboat, so you can't flip it over and start placing chairs on the bottom
Abyss DLC item name and desc updates
FallbackWater material tweaks
Vehicle auth system baseline
Ferry terminal monument topology tweak
Fixed dropped items falling through things. Only move to harvestable layer if the "dropped" item is stuck into something. Ignore if it's free rolling.
Added WearableNotify class for making changes to clothing based on player state
Currently supports WearableNotifyLifestate, allowing changes to player model based on lifestate (alive or dead)
Uses a similar event setup to EntityFlag toggles
Setup on diver suit to disable spinning tank wheels when player is killed
Increased Tugboat corpse time from 5 minutes (boat_corpse_seconds convar) to two hours. New convar: tugboat_corpse_seconds
Made the screens flicker and take a little while to come up completely when the engine starts up
Tugboat instrument panel emission now turns off when boat engine is off
Have the Tugboat cabin light be always on
Don't allow tugboat headlight while engine is off
Turn on tugboat headlight automatically when engine starts
abyss helmet variation 3 lods, skinning, imported to prefab and setup, temp material. Also, skinning tweaks on viewodel
Fixed crazy interaction between thrown physics objects and tugboat. Move them to the Harvestable layer while parented to something - simply because that layer has no physics interactions but does allow player interaction.
Fix rotation of parented entities when changing skin (fixes another tugboat door reskin issue)
Updated tugboat prevent building areas to their final configuration
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updated rig for diver ak, set up burst cloth (still disabled)
Updated burst cloth mats
Enable mipmaps for diver ak icon
Update FP.BurstCloth, tweak everything again
Minor emissive and material hue tweaks to better match the screens.
Tug-specific sonar sweep visuals to better match the other screen.
Added disabled damage prefab to the Tugboat (not code supported yet)
Added a functional dashboard headlight indicator light to the Tugboat, because cute.
Tug damage prefab with light/medium/severe states
Slightly offset lower deck lamps to match the positon of the cables
Tugboat interior dressing
vm diver torch - updated mask and optimisation settings
Underwater / water surface explosion effect improvements