127,459 Commits over 4,109 Days - 1.29cph!
Added pipe wrench tool for industrial pipes
- added viewmodel and prefab
- added world model w/ lods and prefab
- material and textures
slide state changes for p17, SAP, and m92 (wip)
merge from ai (still wip)
fix AI cover directions in dwellings
Fix gingerbread agent type and walkable mask
wip AI conversion for gingerbreads
code gen
Added gibs to gingerbread wooden crate
Generate the pipe meshes in a threaded job (non-burst unfortunately)
Unsaved Dweller skeletons, updated existing pose prefabs (mat fixes)
Disable underground layers for network visibility grid
Recalculate network groups for entities when loading saves
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Fixed one rowboat mount point not working
Lighting pass on Bandit WIP
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updated with damian's new prefabs
Create, size and init an AIInformationZone for dungeon instances.
AIInformationZone can be manually init'd.
dwelling prefab spawns gingerbread man
Xmas tunnel entrance mound
Updated albedo texture for gingerbread barricades and gingerbread wooden crate
Made chocolate trims texture brighter
Added more padding
Tweaked chocolate UVs on the entrance
Run "Autofill MapRenderers" on all the xmas dungeon cell prefabs so they will render on the map
Created LODs and proper colliders for the xmas tunnel entrance
Set collider type to gingerbread
Fix dungeon map layer not re-rendering when switching to a different dungeon
Add dungeon map layer button to map UI
Auto disable dungeon map layer when no longer in a dungeon
Fixes to get the dungeon to actually show up on the map
rebuild bandit town xmas prefab , re nested prefabs, created individual ice roof per building, S2P
more cleanup/refactor/wip
some fixes, more wip, codegen
Fixed issues with submarine transitions. Added window shader materials etc.
Further optimized A.
Renamed some xmas monu prefabs for naming consistency.
Reverted this variant of the xmas light strip to fix missing embedded lights, and reapplied the batching script
Further optimization on C