115,232 Commits over 3,959 Days - 1.21cph!
Improve submarine stability
Added some help tips when the player fails while fishing
Don't allow aiming until a lure is equipped
Disable DDDraw
Disable fishing UI (for testing)
- Renamed PoolVehicle to IPoolVehicle.
- Made the submarines an IPoolVehicle.
- Removed the wake on trigger enter, IPoolVehicle already covers it.
- Made BaseBoat an IPoolVehicle as well, and removed it from Kayak (it's a BaseBoat subclass).
Fixed being able to cancel a cast while the successful cast animation is playing, caused some weird animation issues
Detail collider trigger detection caused too many issues. Go back to the old way, and just add a small Vehicle World collider on the sub's client side just for detecting water volume triggers. Subs now float reliably in swimming pools.
If a sub is sitting in an empty swimming pool and somebody starts to fill it, wake up the rigidbody so that it'll hopefully start to float
Let the vehicle detailed physics layer interact with triggers, so it can detect water volumes
Use Vehicle Detailed instead of Vehicle World in the swimming pool and paddling pool layer masks for the water volumes. Fixes submarines returning different water level results between client and server when used in a pool.
Fix tire calculation working incorrectly, was increasing difficulty incorrectly
Ambient underwater herring (needs underwater masking in the shader)
Enforce distance checks so the fish doesn't swim too far away while being caught
Fixed an issue where movement wasn't properly cancelled while fishing
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added vertex swim shader materials and updated herring mesh, added fish movemask
Animator state changes
Item renames
Adjusted colliders on the duo sub to match the updated model with higher roof
Made TriggerHurt an IServerComponent like the other hurt trigger types, since it's only used on the server side
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Fixed light offset fuckery in 2 and 3-way moonpools
Don't serialize lastDealtDamageTime
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Cleaned out the old fog fakery
Fixed unwanted haze inside underwater bases
Underwater lab glass with fake fog parameters.
Slightly less base water wobble again.
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Added "Standard Refraction With Fog" shader that works exactly like "Standard Refraction" but adds additional fog to anything that is visible through the transparent object
Toned down base water wiggle a bit.
Added pathfinding for valid boat path to fishing villages when considering spawn positions
Moved fishing villages into their own folder to separate their spawning from harbors (helps both harbors and fishing villages at finding spawn positions)
Added support to PlaceMonuments to check a valid path to the open ocean when choosing a spawn position (through adding TerrainPathConnect to the relevant monument)
Disabled projectors on the moonpools for testing.
steel shelves variant files, colliders for the new shelves
Control panels / LOD setup / added colliders / fixed last LOD level on the attachments
More friction for the subs on land
Let the subs know that they really shouldn't be able to apply thrust at all if they're on land
Refactored the sub's water checks. Simplified a bit.
Reduce resources gained from low end fish
Added the option for ItemModSwap components to also give a random additional item from a predefined selection
Added some new high end fish (missing art for now)