115,252 Commits over 3,959 Days - 1.21cph!
Show bait value on consumable panel
Fix submarines always thinking they were just damaged, and thus not being repairable
Fixed solo sub headlights not working
Depth curve adjustment to darken shallows a bit.
Removed water surface plane system for the bubbles, since we have the shader-based culling now.
Assigned all solo sub effects.
Add renderlabs command to generate a PNG of a specific floor of the underwater labs map
Add support for layer-specific map markers
Added a new swamp fishing tag, unused for now
Tagged the swamps and bandit town water bodies as river/swamp for fishing
More bitmask tweaks in FishLookup
S2P
Smarter calculation for initial torpedo movement
Removed centre of mass adjustment during climb/dive
Greenscreen fishy fish setup for Lewis
Extra check for velocity changes
Adjusted surface torpedoes again. Fancier maths
Make an enum for the map layers
Added orange roughy
Fixed a bitmask issue when looking at water types
Fixed moonpool fishing not calculating water depth properly
Fixed fishing in moonpool sometimes picking up the massive ocean collider
Adjusted surface torpedo behaviour based no more feedback. Torpedoes inheriting sub velocity again, since rising torpedos now start with a low initial velocity and we don't want to end up shooting ourselves
Torpedo texturte/mat optimization
Nixed particle plane collision not needed with the underwater masking.
Forgot to add the headlight to SoloSub
Fixed window drop spray on the Duo sub
Solosub fx conversion
Bubbles2 don't render above water
Adjusted rising torpedo behaviour based on feedback
Have torpedoes NOT inherit sub velocity, matching behaviour with other projectile weapons in Rust and making them easier to aim
updated kitchen asset prefabs and colliders
Kitchen dressing assets
models and materials and initial textures.
Dressing - crew quarters module detail pass
Added more rust to gas canisters
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Steel gas canister variants
Updated the crew cabinets to prefabs inside the modules
Merge from submarine branch
Crew cabinet texture polish / added emissive to cabinet lights
Tweaked the material of the metal bin to make it look better
Ocean ambience blending uses curve instead of simple blend distance
updated salmon to have a more salmon like shaped head, added orange roughy deep sea fish, model, skinned variant and materials
Crew cabinets / LODs, colliders and prefab setup
Dressing modules - detail pass backup
some extra junk for small_junk prop folder
Initial basic spawn limiting
pointed dwellings to new npc prefab