108,635 Commits over 3,867 Days - 1.17cph!
Caught another bug that stopped the max amount of fireworks playing in some cases
Fixed Matt's huge wooden sign mistake (Huge wooden sign no longer breaks after upgrading and rotating wall)
Fixed fireworks sometimes being counted twice, meaning less than the intended maximum (25) could fire at once
Slightly milder color temp gradiation across biomes
Removed dungeon block volume from hatch tube end
Changed underwater lab environment volume type from underground to building
Procedural underwater lab placement tweaks
Fallback to SetDestinaion if CalculatePath fails
Lowered chromatic aberration effect
updated duo sub prefab
separated and added steering wheel, water depth/fuel/temperature/mph needles independently
More partition wall variants + prefabs
Made the legs longer for the lab modules to reach seafloor more easily
updated modules to latest artwork pre-LODs
added deferred normals material to discoball
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Added initial version of underwater labs to procedural maps
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Use RendererLod instead of LodRenderer on laser light
Merge from voiceprops/dlc
More tweaks to connected speaker logic, more efficient spacing of audio sources when lots of connected speakers are chained together
Limit 10 playing connected speakers per boom box
Made the wounded UI text a bit clearer, also converted it to RustText
Only attempt to unlock the laser achievement once per session
Reduced the maximum number of connected speakers that can be in a chain (was 30, now 15)
Connected speakers that are too close to each other will no longer play audio
Fixed NRE in prior megaphone change
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Player mouth will now move while using megaphone and microphone stand
Fix dances disabling screen overlays (diving goggles, plate helmet, etc)
Merge from voiceprops/dlc
Another attempt to fix boom box not turning off when player disconnects
Viewpoint no longer rotates while dancing
Viewpoint positional changes are 50% dampened
Use legs mesh (with arms) while dancing instead of full body mesh, works nicely with alt looking
Code review: Disable saving on WoundedFreeCamera and WoundedNeverEnds editor vars to avoid confusion
Revert the pointless change but now, if we're very lucky, crawling will be fixed
Make a pointless change to player_movement.prefab, see if the build server will fix the crawl hovering bug
If players recover from being wounded, they can't get wounded again within one minute; if they get wounded again they go straight to being dead. That's intentional, but the one minute timeout was being applied even after death and respawn. This is now fixed.
Remove "client says open door" debug log!