115,248 Commits over 3,959 Days - 1.21cph!
fixed 4way LShaped dweller AI data positions
set dweller data gameobjects active on remaining 3 prefabs
added salmon and salmon_skinned plus materials
enabled dweller gate gameobjects on module_1200x1800_2way and module_1200x1500_2way_moonpool
Puzzle electricity tweaks
Added dungeon info scripts back to prefab instances in dungeon_base_test so the scene works
Null checks for NPCDwelling
Fixed duplicate DungeonBaseInfo on secondary moonpools
Rising torpedoes rise in a more buoyant-like way. Added torpedoes to my testing loadout.
Shifted AI nodes from the prefabs in the autospawn folder to the dwellersData nested prefabs.
This will likely help as more rooms based on a same module get developped in the future and Ai content will vary alongside it
Dynamically connect intercom speakers and mics in underwater labs
Speakers will automatically connect to the closest mic within 128m
Made toilet seat an interactive chair using invisible chair - quick experiment, will revert if it doesn't play nice or need its own entity
Dwellings AI spawn/cover/move and obstacles setup - end
Fixed TorpedoRising not being loadable anymore
Torpedoes inherit the sub's velocity. Changed torpedo gravity.
Torpedo script, minor edits, enforcing a delay between torpedos fired. Now allowing holding down fire to keep firing at max rate.
Fixed not being able to fish in the moon pool
Fixed moon pool water body fishing tag
Submarines can fire torpedoes, which are just rockets that look like torpedoes at the moment
Added local space option to the RotateObject script for the torpedo propellers to use
Fixed line renderer not working if the viewmodel camera is being used
Updated bobber preview with new model
Finished torpedo object setup
Remove orphaned meta files for BubbleTrail.mat and speargun_spear.worldmodel.prefab
An extra safe check. Include IsValid() test.
Fixed the same error in MixerSnapshotManager
Fixed error in WaterOverlay if the player was mounted to something that isn't a vehicle
Improved fishing rod third person animation
Extended base player animator instead of relying on overrides
Set up torpedo world models + extras
Move torpedo content to the Ammo prefabs section
Merge the latest underwater content->Torpedoes
Torpedo FX & related files.
Added some more primitive meshes for general FX purposes.
skinned up current fish to existing rigs
fishing bobber model and materials
Dwellings AI spawn/cover/move and obstacles setup - progress backup
Added secondary moonpool entrance / exit to underwater labs
Added MaxCountLocal and MaxCountGlobal to DungeonBaseLink (can specify per-lab and per-map limit for certain underwater lab modules)
Added InRangeOfHome event