branchrust_reboot/main/save215cancel
43 Commits over 31 Days - 0.06cph!
Moved about normal crate spawns in crew quarters
Adjusted flare on cabinets (removed)
Fixed crew quarters first room blocking the way
Fixed some crew cabinets sticking out
Cherrypicking this morning's changes from main
fixed gear clutter decor lod popping too close
higher seating pos on toilet
Making an underwater labs .public and .security door prefab as entities don't seem to keep the value changes made on placed prefabs and default to their saved values when using the same door for both purposes in puzzles.
Updated all modules to display the right door accordingly
Manifest
Created a separate door entity prefab for underwater labs - allows to use the metallic variant of the material
Fixed issue related to realmed remove /saving with puzzle doors
doorways in underwater labs use the new metallic cargoship door material
disabled drop to ground on the oil barrel spawns
added some radiation light to UnderwaterLab_Dwelling_600_Corner_A
disabling shadows on some lights that did
More agressive LOD distances on conditionals
reset dwelling prefabs transforms
updated kitchen furniture greybox for final art in modules and dwellings
material swapped shelves prefabs to use steel material
More agressive LOD distances on modules
Disabled shadow casting on pipe greeble set
Shadow proxy meshes for the underwater labs and prefab setup
Some flow fixes and improved loot placement/door rotations
Material swapped gas canisters in underwater labs for steel variant
Renamed head prefabs of the kitchen furniture set, keeping greybox models around for pivot and naming reference
merging kitchen furniture art in
Applied material variants on modules LOD1 and 2
Some extra polish on crew quarters visual theme/lighting
Dressing - crew quarters module detail pass
Updated the crew cabinets to prefabs inside the modules
Dressing modules - detail pass backup
some extra junk for small_junk prop folder
Dressing modules - detail pass backup
Half ladder models/prefab
Replaced the ladder that poked out in moonpool 1way ladder
Fixed dwellings set dressing poking out of bases external walls
Made a static version of arcade cabinet, immortal
Fixed incorrect surface impact type for cargoship door
door rotations to improve flow with procedural dweller dressing, which sometimes blocks access to puzzles
made the secret labs chair decor in the operations office
Puzzle electricity tweaks
Shifted AI nodes from the prefabs in the autospawn folder to the dwellersData nested prefabs.
This will likely help as more rooms based on a same module get developped in the future and Ai content will vary alongside it
Made toilet seat an interactive chair using invisible chair - quick experiment, will revert if it doesn't play nice or need its own entity
Dwellings AI spawn/cover/move and obstacles setup - end
Dwellings AI spawn/cover/move and obstacles setup - progress backup
infirmary initial dressing pass