126,618 Commits over 4,109 Days - 1.28cph!
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)
Balance tweaks for lure and fish settings
Added small trout world model
Give submarines 50 starting fuel when purchased or spawned. Added the methods that the boat shop uses to all applicable vehicle types.
Added maximum bait value and depth values to ItemModFishable
More fixes
Fish should be less likely to swim towards land when they are close to being caught
Inanimate objects caught on the line will now be reeled in faster
Fixed catch process not ending if the player sleeps/dies/etc
Merge Submarine->HDRP_Art_Backport
Cherry pick materials fix
Fixed missing material on modular car gibs
Fixed sub still turning if rudder input was held when the player dismounted
Change sub steering swap threshold to not be at zero, so it doesn't waver when doing zero-speed turns
Fix turning sometimes kind of locking up in the subs. Need to implement this better
Subs can now get the correct depth under a water surface, even when that surface is a moon pool that's directly above them under the water
Turn fish state into an bitmask so the fish can move left and right and away from the player at the same time
Use ConVar.Mesh.quality instead of the somewhat deprecated QualitySettings.lodBias
Have the max sub external FX distance take LODBias into account