userandererandrecancel

10,790 Commits over 2,740 Days - 0.16cph!

3 Months Ago
Fixed underwater labs sometimes spawning partially inside terrain
3 Months Ago
Save memory on DungeonBaseLink by only filling volume and socket lists on the prefabs and the start pieces (replacing previous temp solution with a different temp solution)
3 Months Ago
Fixed NRE spam in edit mode after running the scene
3 Months Ago
Shore wetness is actually only present on shore, not deep underwater
3 Months Ago
EnvironmentVolumePropertiesCollection contains ocean / underwater overrides for directional light intensity, ambient light intensity and reflection probe intensity (can be customized on "Environment Collection" asset)
3 Months Ago
All DungeonBaseLink now have a reference to the DungeonBaseInfo they belong to stored
3 Months Ago
Added admin.underwater_scatter to further customize the underwater fog when underwater_effect is set to 0
3 Months Ago
Fixed that underwater_lab_glass would be drawn on top of the underwater shader, effectively making it glow in the dark (this also seems to resolve barely being able to see out of it)
3 Months Ago
Less fog inside underwater labs
3 Months Ago
Added prevent building volumes to underwater lab prefabs
3 Months Ago
Split TerrainPath.DungeonRoot into TerrainPath.DungeonGridRoot and TerrainPath.DungeonBaseRoot so the train tunnel navmesh doesn't pull in the underwater labs
3 Months Ago
DungeonBaseInfo has a list of DungeonBaseFloor, which each contains a list of all DungeonBaseLink that are on that specific floor
3 Months Ago
Fixed underwater fog no longer disappearing inside underwater labs (introduced by environment volume change in 63133) Made underwater_effect admin convar also disable underwater fog Added UnderwaterLabs environment type to all underwater lab prefabs (to detect when their map has to display)
3 Months Ago
DungeonBaseInfo now contains a list of all DungeonBaseLink that belong to it
3 Months Ago
Slightly better handling of swimming up into the moonpool (this needs more work, but it's a start)
4 Months Ago
Temp fixes for aux branch compile errors
4 Months Ago
Forgotten files
4 Months Ago
Renaming a bunch of train tunnel generation scripts with DungeonGrid prefix to reduce confusion with the new DungeonBase scripts (generating a grid style dungeon versus a base / building style dungeon)
4 Months Ago
Cleanup
4 Months Ago
Underwater lab map markers
4 Months Ago
Moonpool water material
4 Months Ago
Prefab updates for moonpool water plane / underwater labs env volumes
4 Months Ago
Different approach to moonpool water body since it was causing underwater fog to disappear when all moonpool water bodies were culled
4 Months Ago
Added colliders to 90 and 45 degree hatch tubes
4 Months Ago
Added S tube hatch environment volumes
4 Months Ago
Added various hatch environment volumes to underwater lab prefabs
4 Months Ago
Prefab updates to support the moonpool water plane
4 Months Ago
Added Pool and Moonpool water body types Moonpool water bodies are visible even when inside water culling volumes Retired MainCamera.isWaterVisible since things aren't that black and white anymore
4 Months Ago
Prefab and scene updates for transitional pieces (doors)
4 Months Ago
Added transitional pieces (doors)
4 Months Ago
Added 45 and 90 degree corner tubes to underwater labs
4 Months Ago
Fixed dungeon block volumes in 45 degree corner tube prefabs
4 Months Ago
Added more underwater labs to dungeon_base_test scene
4 Months Ago
Remove corridor tubes that don't lead to any rooms
4 Months Ago
Increased probability of tube pieces to stretch out underwater labs a bit more
4 Months Ago
Added detailed volume triggers to all underwater lab segments (initial version for testing purposes, some tube_50 volume triggers are still missing)
4 Months Ago
Water carving now uses the exact shape of the player capsule collider everywhere rather than approximating some things with the axis-aligned (!) bounding box Disabled autocrouch when swimming / admin flying since it would glitch out the capsule collider when swimming underneath something with a water carving volume Environment volumes now allow using a custom collider (like a mesh collider) for their trigger (any custom collider on the game object will be used, if there is none the default box collider will be added)
4 Months Ago
Underwater lab monument prefabs are no longer using Scene2Prefab
4 Months Ago
Added link-stairwell-bottom-e and link-stairwell-bottom-f to cover two edge cases where none of the current circular stairwell pieces would fit
4 Months Ago
Merge from main
4 Months Ago
Fixed edge case that would prevent placement of the first part of the 360 degree train tunnel stairwell
4 Months Ago
Underwater foliage is now allowed to spawn on underwater offshore monument topology (forgotten files)
4 Months Ago
Added monument topology to underwater labs Underwater foliage is now allowed to spawn on underwater offshore monument topology
4 Months Ago
Fixed legs and vertical end pieces not spawning on procedural maps (regression)
4 Months Ago
Fixed end caps sometimes overlapping other segments Fixed segments sometimes colliding with terrain
4 Months Ago
Changed some forgotten underwater lab environment volume types from underground to building
4 Months Ago
Removed dungeon block volume from hatch tube end
4 Months Ago
Changed underwater lab environment volume type from underground to building
4 Months Ago
Procedural underwater lab placement tweaks
4 Months Ago
Added initial version of underwater labs to procedural maps