5,764 Commits over 3,683 Days - 0.07cph!
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
Flow fixes to dwellings, fixed some trash clipping out bases
Fixed toilets not being mountable
Fixed mic in crew quarters not mounting
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
Dwellings prefabs - deep versions to accomodate walls without fillers
Updated necessary modules
Fixed press buttons not being powered by default, set security door manipulators to toggle
Added radiation to some modules and dwellings
Variants for poker table A and bbq static (no art)
Some flow fixes, prepared prefabs
Static CCTV cameras naming pass for modules
Underwater labs specific lootcrates and lootspawns presets
Initial loot spawns setup across all modules (this may need revisit as we gather data)
Underwater labs modules puzzles setup
More dwellings work
Dwellings dressing backup
Labs Dwelling spawners collection prefab
Setup nested dweller prefabs inside modules and placed spawners
Preparations for Underwater labs dwellers