126,618 Commits over 4,109 Days - 1.28cph!
Added human skulls as a junk fishing option
Fish trap unsaved changes
Fish Trap can now catch anchovy, herring and sardine (requires more calories than minnows, but less than the trout)
Trout is now much rarer in fish trap
Extra checks for accessing torpedo container
Mark fishing rod as default blueprint (for testing, may change before wipe)
Temporarily disabled window film effect because submarine rotation breaks the subemitter chain for some unknown reason
Cancel the fishing process if the player ends up too far away (as a passenger in a vehicle)
Fixed line of sight check happening every frame (should only be a couple of times a second)
Fixed MixerSnapshotManager constantly throwing NREs at the main menu due to no AmbienceManager instance
code cleanup, support for fresh/saltwater types, depths etc
Fix client NRE when when swapping between fishing rod on belt bar
Potentially fixed fishing rod server nre
That one laptop monitor no longer 9999 NITS HDR
Cherry-pick submarine buoyancy fix, save215->Main
More surface splash & related files
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more submarine sounds
underwater ambience
underwater dsp tweaks
Made the duo sub pontoon radius 10% smaller so it fits the new smaller colliders
can now fit through a door frame
Water surface effect for underwater explosions WIP
Updated kitchen asset prefabs with correct transforms and specific naming conventions
updated prefabs accordingly and removed the wrong fbx's
added colliders.
moved shoal fin's rear bottom fin on uv2 so it animates aligned with the body
Fixed mask test on bubbles so they get properly hidden above water
Tweaked control panel textures / reduced glossiness to make it less noisy / reduced saturation to match the crew cabinets
Very slightly increased water surface transparency
Fixed ocean surface being so awfully transparent
Remade office desk textures to be higher quality
Can now hold shift or ctrl when clicking an AI event to move it up or down.
slightly bumped spawn chance
Messing with shore waves.
Increased MaxRoamDistanceFromHome of UnderwaterDweller
Some flow fixes and improved loot placement/door rotations
Material swapped gas canisters in underwater labs for steel variant
Renamed head prefabs of the kitchen furniture set, keeping greybox models around for pivot and naming reference
Buoyancy regression fix for Duo sub
Another torpedo tube adjustment
Fix wrong torpedo pipe mesh at LOD0
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merging kitchen furniture art in
Applied material variants on modules LOD1 and 2
Some extra polish on crew quarters visual theme/lighting