115,248 Commits over 3,959 Days - 1.21cph!
Disable saving on tunnel/underwater dweller prefabs.
EquipWeapon null check.
Models/Colliders/Shadowproxies for module_900x900_2way_moonpool - Moonpool alternate entrance module to enter the labs without a submarine
Added normal crate spawners to 1/5th of dwellers prefabs
Added a normal crate in each moonpool
Moved about some of the normal crates added in T2 puzzles
Fixed 45 degree corner underwater lab modules sometimes overlapping each other
Added raw fish to shark corpse harvest
Removed flies from shark corpse
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Fixed submarine water culling volume exterior visual issues
Fixed techtree progression after harpoon gun addition
Collider info'd to 'Nothing' flag dweller and loot spawners sphere colliders used to trigger respawn of puzzles
Different sound for submarine seat swap + code fix
Fixed not being able to hot swap fishing rod (will only work on fishing rods created after this commit, had to modify the item container settings)
Move swapseats UI to the duo sub code
Let submarine headlights stay on for up to five minutes after the sub was last used, so you can get out and still use them to see nearby. Let lights run with engine off.
Play a sound when user presses the fire button but a torpedo can't be fired
Remove orphaned meta file: salmon_rig_exp 1.FBX.meta
Fix duo sub ammo flag flipping down only as the player mounts
Added chunky primitive colliders to moon pools, to help collisions on incoming vehicles
Merge SubPerformance->Main
More performance work. Some in SubmarineAudio
Don't show external FX while subs are sleeping
Changing water quality via UI bypasses time cooldown
Can use LMB as well as S to reel in fish
Subs can't fully sleep right away while floating - trying to disable as much as possible anyway. Eventually CheckSleepState in Buoyancy will sleep us though.
Fix the sonar missing blip zero-point crossing issue. Now never missing a blip
Minor light intensity tweak on underwater explosion fx.
Potential fix for eyes being in the wrong position (no repro so can't say for sure)
Fixed batteries not showing batter specific information in crafting menu
Fixed torpedo storage not linking up UID when server save is loaded (made torpedo ammo inaccessible)
Can no longer hold A and D while reeling in at the same time, only one input direction will be accepted at a time
Line will now snap if player moves too far from their starting position when they threw out the lure
fix for errant environment fish
protocol++
speargun balance
speargun added to tech tree
speargun ammo no longer has collision
shark spawns
shark ragdoll
shark AI
shark obstacle avoidance
spawngroup chance to spawn nothing
protocol++
Added warning comment to GetMoveToSlotIndex. Will fix remaining problem entities with a refactor next month.
Fixed recycler items going into the wrong slots when hover looting on servers with high network latency
Null check when removing brain
Added submarine interior env quality parameters
Same treatment for Solo sub
Fixed some duosub cabin lights being in the wrong group and thus disabled.
Darker indirect lighting inside duosub.
Additional shadow helper rendered while inside the duosub.
Added "Submarine" to EnvironmentType (this does not do anything until added to the environment quality assets
Fixed strain not updating correctly if player is reeling in and pulling in a direction while the fish is pulling left/right and back at the same time
Set moonpool_1200x1500_1way collision to World layer
Set dweller spawngroups to trigger layer.
AIZ fixes for dynamic ai points getting removed.
Added a collider to dweller spawngroups so they reset as expected