126,647 Commits over 4,109 Days - 1.28cph!
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
Fishing rod no longer marks player as hostile
Don't attempt the cast if we don't think it's a valid position client side
Water surface logic tweaks
Hooking up proper water shaders.
Bobber now animates to the water instead of spawning in it
Slow the sub down a little
Don't show sub FX beyond 100m away
Show bobber while aiming
Can now adjust cast length by aiming up/down
Fixed being able to fish in too shallow water
Fixed being able to fish while swimming
Don't allow the line to be cast until the aim animation has been completed (fixes a bunch of weird animation issues)
Control panel LODs / fixed naming errors in the mid-size set / added monitor attachments
Underwater ambiance FX improvements.
Diving googles use the TOD lit shader.
Fix water surface collision plane rotation. Remove my old prop bubble FX.
Some more submarine FX hook-up work. Also now handling the situation where if you Play() a particle system, then Stop() it, then Play() it again, new particles won't play until all the particles from the previous playing state have run out. Continue playing the particles and start/stop just the emitters.
Brighter, slightly more turqoise underwater.
Greater viewing distance underwater.
Added some quick tables for the cantina and other labs rooms based of existing generic textures
Dressing backup
More plugging in, tidying up, basic shader uses standard lighting to look a bit better for now.
dressing backup
extra shelf variant, related prefabs