115,070 Commits over 3,959 Days - 1.21cph!
Fixing unwanted collider on 'module_1200x1200_4way_ladder'
Correctly include the root piece when merging
Underwater labs volumes set to 'Underground' for improved lighting quality
wip creating individual encapsulating AIZs for each water base by merging the child AIZs of each one.
merge from submarine ai (nothing spawning, just to get the data prefab updates in)
Fixed a few pivot rotation issues
Fixed holes in LOD0 of modules
Fix for AIZs with a single move point
Underwater labs - Final modules meshes LODs/colliders/prefabs instances
Re-organized ladders to be in a separate prefab instance for more flexibility in design
Deluxe xmas lights passthrough - in line with other lighting
Small sign can now be placed on deployables (boxes etc)
Small sign strict volumes
Small sign can now be placed at 90degree angles
ai data for moonpool pieces
DungeonBaseInfo now contains a list of all DungeonBaseLink that belong to it
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Slightly better handling of swimming up into the moonpool (this needs more work, but it's a start)
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Cancel a gesture if a player changes equipped item
Fixed scrap heli damage texture, working now
Remove damage texture content from the scrap transport heli, since it was actually unused
Save on materials. Don't use a separate material anymore just to show full damage on gibs. Instead have the gibbable script apply the damage texture itself if it detects that a DamageRenderer is being used, reusing the shared material with instancing.
Can press Ctrl+C and Ctrl+V to copy and paste the current phone number while on the dialling UI
Added a button to copy the current phone's number into the clipboard
Fixed HAB not always showing damage texture correctly. Other minor damage tex edits.
Remove the "Cubicles" on Playground as a lot of them are missing prefabs and/or scripts
Fixing/improving some general issues with the vehicle damage texture systems.
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ai data for LShaped pieces
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Submarine gibs now show full damage on the damage texture
Changes to texture damage to make it more visible on the submarines
Adjusted sub damage protection + material edits
Add health-based damage texturing to both subs
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For connect exceptions, show only the exception message in the console, not the whole stack
Turned the exception from a failed 'connect' console command into a warning. It now shows up in the UI and as a warning in the console, instead of in the UI and as red exception text on the main menu.
Added requested cinematic lighting prefabs for map/content makers in /modding/cinematic - no lodding, extra reach and width. Performance heavy, don't use on regular maps
Added AIInformationZone.Mege