108,632 Commits over 3,867 Days - 1.17cph!
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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
Fixed shot name not showing in countdown UI
Fixed default shotname not being calculated properly
Added countdown sfx
Added recording underlay
Hide the plankton too, we don't want plankton in our sub
Increase minimum buoyancy
Disable the water FX on the sub. Splash FX are nice, but they show up both outside and inside of the sub
Don't show the water bubbles effect when going underwater if player is mounted in a submarine
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Set up a water overlay modification for when the player is in a submarine. Changed the goggles setting to pull state instead of push.
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Fixed issue with final blits using incorrect viewport