115,259 Commits over 3,959 Days - 1.21cph!
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Fixed OnPressed event firing at the start of a drag
Don't drown while in the sub. Don't get wet while in the sub. Don't run out of oxygen while in the sub.
Fixed dragged shots icon staying lingering
Fixed drag and drop canvas depth
Put a whole copy of Compound underwater on the test map
Introduced a graduated input system for dive/climb to feel smoother and give the player some more fine-grained control
Added next and previous frame buttons to timeline
Added confirmation step before deleting shots
Increase underwater visibility when in the sub
Change the dive/climb buoyancy system. Old system was too bouncy. Now, by default try to stay at the depth we're already at. User input then modifies that value to climb or dive
Fixed shot name not showing in countdown UI
Fixed default shotname not being calculated properly
Added countdown sfx
Added recording underlay
Hide the plankton too, we don't want plankton in our sub
Increase minimum buoyancy
Disable the water FX on the sub. Splash FX are nice, but they show up both outside and inside of the sub
Don't show the water bubbles effect when going underwater if player is mounted in a submarine
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Set up a water overlay modification for when the player is in a submarine. Changed the goggles setting to pull state instead of push.
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Fixed issue with final blits using incorrect viewport
Merge from unity_2020.3.7
Error log if AI design not found
spruced up ricochet effect, scale with distance
More profiling & profiling fixes
Profiling and compile fixes
greybox meshes for countryside bunker entrance
manual merge from ai main
Fixed duo sub interior lod size difference
material opacity change for the shadow box has finally come through...
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Adjust volumes to work around a camera bug in WaterCullingVolume
Add water culling volumes for the duo sub, to hide water surface inside the sub. Unfortunately it needs several since culling volumes are boxes and the sub is very round, but performance seems fine.
Player can dive/surface the sub