115,257 Commits over 3,959 Days - 1.21cph!
added ammo flag to duo sub that ought to activate when torpedo ammunition isn't present
Needs to rotate
Added to Interface, between the console and the fuel gauge.
Updated sub prefab
added catfish, catfish skinned with lods and materials
Change labs ammunition crate loot definition - needs a balance pass
Reduced underwater lab spawn count
MinDistance increased
- Bring back ArtificialHeight override for the subs, was getting bouncing again with the new system + less raycasts this way
- If ArtificialHeight is set, now skipping GetBuoyancyWaterInfo
disabled drop to ground on the oil barrel spawns
added some radiation light to UnderwaterLab_Dwelling_600_Corner_A
disabling shadows on some lights that did
More agressive LOD distances on conditionals
reset dwelling prefabs transforms
updated kitchen furniture greybox for final art in modules and dwellings
material swapped shelves prefabs to use steel material
updated eye part of texture on fish and added scatter bits to normals
minor shark material/texture changes
More agressive LOD distances on modules
Disabled shadow casting on pipe greeble set
Shadow proxy meshes for the underwater labs and prefab setup
Surface much more slowly after the five minute timeout
Don't have subs surface immediately after dismount. Wait five minutes.
Made player corpse ragdolls less buoyant
Reduced the deepUnderwater buoyancy raycast to 5m (performance, shouldn't need more)
Fixed some depth calculation and tag issues that were preventing sharks from being caught in the open ocean
Position the bobber preview 0.5m above the water for better visibility
Buoyancy returns correct water depth underneath water carving volumes
Fix updating buoyancy on client
Merge moonpool_buoyancy_fix->main
Minor edits to the buoyancy sub depth system
Pass the water surface value from the submarine into an artificial height field on the buoyancy component to solve incorrect buoyancy forces in the moon pool
Fixed bobber not correctly checking for blockages when moving and sometimes moving through solid objects (particularly bad in moon pool)
Increased chance of finding rare fish with higher quality bait
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Stop window film water drops always playing when the player first mounts a sub
Adjust colliders to match Tom's updated pontoons
Only play windscreen water drops when moving
Added human skulls as a junk fishing option
Fish trap unsaved changes
Fish Trap can now catch anchovy, herring and sardine (requires more calories than minnows, but less than the trout)
Trout is now much rarer in fish trap
Extra checks for accessing torpedo container
Mark fishing rod as default blueprint (for testing, may change before wipe)
Temporarily disabled window film effect because submarine rotation breaks the subemitter chain for some unknown reason
Cancel the fishing process if the player ends up too far away (as a passenger in a vehicle)
Fixed line of sight check happening every frame (should only be a couple of times a second)