108,663 Commits over 3,867 Days - 1.17cph!
Fixed underwater labs sometimes spawning partially inside terrain
Fixed electrical cables sometimes not appearing when placed at the maximum length of the cable
Correctly calculate the length of the resulting cable when hovering over the socket handle (was calculating the length of the cable to the mouse point, even if the player was aiming at the socket handle)
When hovering over a socket handle the line end position now snaps to that handle position rather than raycasting to the surface behind it (as this was leading to inconsistent distance calculations on the HUD)
Revert test generator to 100 electricity output
- Submarine fuel gauge works
- Speedometer handles negative velocity
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- Made submarine speedometer work.
- Removed the hand for temp to make it look broken.
- Modified numerals on the MPH gauge textures,changed it to be linear.
- Submarine speed increase.
- Renamed VehicleIsActive on BaseModularVehicle to match the new standard name (IsMovingOrOn)
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Auto switch between map layers depending on the player's current position
Temp working prefabs & ocean tweaks
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Centre of mass adjustment edit
Adjusted player's hand position on sub steering wheel
Submarine steering wheel moves. Removed GetSteering method from BaseMountable as it wasn't used anywhere.
TriggerWaterGap system that ultimately we don't actually need, so putting this in a branch.
63115 actually handles the situation well enough on its own.
Merge Submarine->HDRP_Art_Backport (aux)
Trying a fix for null MobileMountable. Slower but more foolproof fix also written here but commented out
Underwater plant texture spec changes for a more underwatery look
Preliminary ocean depth darkening parameters & related materials
Water goggles post fx (not implemented yet)
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Shark prefab/id fix after moving it
Some more tidyup / comments etc.
Split up. added comments, tidied up WaterSystem class
Apply AI sleep/wake fix for dynamic wake triggers shelved changeset
Apply spawning shelved changeset
Save memory on DungeonBaseLink by only filling volume and socket lists on the prefabs and the start pieces (replacing previous temp solution with a different temp solution)
Fixed NRE spam in edit mode after running the scene
Shore wetness is actually only present on shore, not deep underwater
EnvironmentVolumePropertiesCollection contains ocean / underwater overrides for directional light intensity, ambient light intensity and reflection probe intensity (can be customized on "Environment Collection" asset)
Fixed Potatoes and berries plants flagging the player as hostile when hit
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Can left click on an occupied io slot to "solo" that connection and only show the animated guide lines on that wire
Once solo'd you can move around freely, left click to cancel the effect and highlight all connections as normal
Only works while in TC auth
WIP map updates to support multiple underground layers
Added two more electrical outputs to the debug generator and increased power output from 100 to 600
Increased push force again. Set fuel tank bool on duo sub.
Comment out the WaterFactor debug print in SubmarineAudio
Can press RMB while placing an electrical cable to remove the last placed point, hold RMB for a second to clear the whole line
- Keep submarine level unless there's no-one mounted (allows driver to swap seats without it surfacing)
- Protections on submarine fuel looting