126,618 Commits over 4,109 Days - 1.28cph!
Only give editor fuel if not loading a save
Final underwater explosion & related
Enable saving on submarines
Made Duo sub pontoon colliders 10% smaller to let it fit through a double door frame. Needs an update to the visual model to match.
Merge save215->HDRP_Art_Backport
Shark model/materials/textures
Editor load rising torpedo type
finished 1st pass of all AI data cleanup/fixing after dressing.
door rotations to improve flow with procedural dweller dressing, which sometimes blocks access to puzzles
made the secret labs chair decor in the operations office
bunch of dweller data changes
Added option for DDraw debug of data points
UV mapped remaining crew cabinets
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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.