126,647 Commits over 4,109 Days - 1.28cph!
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Updated RustNative (Removed old "inland" noise since it was causing some excessively steep slopes)
Execute/delta fix on attack event
Terrain anchors prefer above-ocean-level spawn altitude if possible
Fixed a case where shots wouldn't load
More styling for shot list
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More solo sub setup + extra fixes
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Show sub health info bar, but only when not mounted
Some initial setup for SoloSubmarine. Temporarily scale the whole model gameobject to 60% size and rotate it 90 degrees until the model itself is updated
Fixed not being able to look up or down while gesturing
Improved camera rotation handling when gesturing in eyes mode
Fixed some incorrect button hookups in the gestures UI
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Merge from gestures_2/custom_wheel
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Baked custom LODs for all icebergs because old ones were too low quality
Iceberg scene2prefab
Deleted some legacy iceberg textures
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Added SharpenAndVignette effect
copy AI design files in the build process.
Added doublevision effect
setup/testing out sleep/wake on train tunnels AI
censorplayerlist now enabled by default
added ai.spliceupdates convar to toggle splitting animal and human update queues on alternate frames
Rework next frame button to work better (previous frame is unchanged)
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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