115,252 Commits over 3,959 Days - 1.21cph!
Attempt at fixing z-flickering in bypass tunnels
Making an underwater labs .public and .security door prefab as entities don't seem to keep the value changes made on placed prefabs and default to their saved values when using the same door for both purposes in puzzles.
Updated all modules to display the right door accordingly
Manifest
Fixed fishing villages sometimes spawning inside harbors
Fixed fishing villages still sometimes spawning in the arctic biome
Added an additional vendor to fishing village
Updated menu background videos
Created a separate door entity prefab for underwater labs - allows to use the metallic variant of the material
Fixed issue related to realmed remove /saving with puzzle doors
Fixed jumpsuit not displaying within demos played through the editor
Flow fixes to dwellings, fixed some trash clipping out bases
Fixed toilets not being mountable
Fixed mic in crew quarters not mounting
Added DungeonBaseLink.MaxCountIdentifier (modules with the same MaxCountIdentifier will share MaxCountLocal and MaxCountGlobal)
Added basic collision to torpedo smoke and bubbles so that the effect can't clip inside the submarines (most visible when driving forward at some speed and shooting a surface torpedo)
NRE fixes in GameObjectRef + DroppedItem
Don't allow firing torpedoes at all if the sub isn't in the water
Improved torpedo projectile behaviour, handle edge case environments. Some refactoring.
Water System prefab update with scaled time (temp)
Fix subs getting kicked back by the colliders on torpedoes
Timed explosive prjectiles can now supply a different explosion for when underwater. Hooked it up for torpedoes.
Add effect recycle to explosion_underwater_surface
Fixed pink surface splash
Hooked up torpedo explosion effects. Told the main effect not to loop.
Added Hidden/TerrainEngine/Splatmap/Diffuse-AddPass to always included shaders list
Hooked up catfish mesh and marked catfish as fishable (high end fish found in rivers and swamps)
Reeling in while a fish isn't moving will now cause less line strain
Made the angle check more forgiving when the fish is close (should help cases where the fish rapidly swims left/right when very close to the player and triggers the angle line snap)
Player should no longer keep moving if they were holding down a move input when they cast the fishing line
Mark driver as hostile when firing a torpedo
Added extra world colliders for the duo sub feet, so it sits on land more nicely
Don't allow subs to descend when out of fuel, but do still allow them to rise
Fixed fishing rod description not correctly substituting the input binding (will need a phrase rebuild)
Add audio for the ammo flag flipping state
Fixed helicopters bouncing from ground hit damage
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Added rowboat protection (torpedo anti vehicle damage)
Pass on red card puzzle lab module loot
Fixed underwater_labs crate ammunition using wrong container
Fixed shadowfrax typos
Phrases
Fixed train_tunnel_stop_transition_b_36m_mirr offset chain link fence from #
63867
Fixed poker table blocking movement at swamp_c
Added nice bounce easing for the duo sub ammo flag
Removed underwater lab vending machine
Fixed train_tunnel_stop_transition_b_36m_COL r/w navmesh errors
TorpedoRising and straight Rising explosive radius
Reduced Raw Human meat bait value
Torpedo ammo flag is no working, though it could do with a bouncy animation
- If a trigger is disabled, early exit in OnTriggerEnter. OnTriggerEnter still fires on disabled scripts because Unity.
- Remove unused SkipOnTriggerEnter method.
adjusted underwater dweller outfit
Fixed "fusebox is accessed by its door" ticket