135,922 Commits over 4,444 Days - 1.27cph!
- Removed deferred mesh decal script from corridor_straight_a_9m as it was generating a bunch of NREs due to having no renderer.
- Darkened WorkCart cabin glass albedo, you could hardly see out of it
- Fixed Shared Spline Data not saving changes to the prefab when it changed. Unity pls stop introducing new systems for saving prefab changes
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Disable RichText markup in server browser button
Removed built in water visibility trigger from sewer_drainwall_ pieces, for mappers
merge from lunar_near_year_2021
Reduced gong crafting cost
ViewModelScope bug fix, fixed bug where skins weren't being applied.
fixed a small offset in corridor_stop_transition_b
updated entrance prefab link in tunnel entrance scene to fix the materials display
progress on stairwell and entrance meshes
Corridor fixes 2: Quaternion boogaloo
Stairwell bottom adjustments
Tunnel LOD/occlusion mesh fixes
Tunnel entrance prefab update
AddToAlphaMap procedural component to carve the terrain in a delayed manner (in case part of a monument is moved after initial placement, like for the tunnel entrances)
Prefab priority updates (fixes cases where stairwell bottom piece was placed prematurely)
merge from lunar_new_year_2021
Tunnel entrance Scene2Prefab scene
Corridor environment volume updates
PriorityEnd is no longer required
Removing obsolete 180 degree turn corridor prefabs
Two additional stairwell bottom prefabs (copies of variants a and b with an additional corner to cover all 4 directions)
Better, less buggy support for stairwell bottom variants
Ditch the track spline unique ID system and go back to matching on content. This means if multiple splines point to the same data and one changes and updates its content, the others will be out of sync. Will improve that next.
Added new static variant of elevator for use in monuments - elevator.static.prefab
Requires floor information to be manually input on the prefab (IsStatic, StaticTop and StaticFloor fields)
Doesn't spawn the sub IO entity so doesn't require power, all of the elevator blocks are still IO entities so they can be hooked up to static buttons
Firecracker default BP + Craftable
Merge item icon colour bugfix (introduced in #5156)
Subtracting hacks / workarounds from
58587 &
58591 since they broke a bunch of stuff, will need to try again a different way
Fixed start and end priority not always working correctly
Support for second stairwell type
Support for distinct start priorities of corridor pieces (can be different from mid / end priorities to prefer a certain piece at the start)
Tunnel corner model fixes
Add Lunar New Year menu logo 2021
Update menu videos
updated corridor_stop_transition prefabs to reflect changes
added stairwell_bottom_90 to help with the corridors placement
overall progress on meshes
LODs/COL/Prefab setup for tunnel corner modules
Pick the best possivle station prefab, instead of picking the first one that fits
Added DungeonLinkBlockVolume to discard station prefabs that would intersect with the above ground station stairwell