userandererandrecancel
branchrust_reboot/main/Workcartcancel

110 Commits over 92 Days - 0.05cph!

3 Years Ago
Fixed "Train entrance not connected to stair shaft" edge case (regression from 59160)
3 Years Ago
Fixed tunnel entrance not correctly avoiding underground monuments when spawning
3 Years Ago
Fixed players getting killed at the bottom of certain tunnel segments
3 Years Ago
Terrible and / or genius fix for "Misaligned corridor after entranceway elevator"
3 Years Ago
Awful fix for "Tunnel clipping into the stairwell"
3 Years Ago
Fixed 59114 (Increased train tunnel nobuild volumes slightly)
3 Years Ago
Hack / workaround to fix water always rendering in debug camera (breaks underground lighting)
3 Years Ago
AIInformationZone and AIThinkManager are IServerComponent
3 Years Ago
Merge from main/save_204
3 Years Ago
Merge from main
3 Years Ago
Train tunnel topology map tweaks
3 Years Ago
Increased train tunnel nobuild volumes slightly
3 Years Ago
Fixed edge case that could cause a tunnel entrance not to connect to its train station correctly
3 Years Ago
Train tunnel entrances no longer spawn on roads that start or end at mining quarries, water wells or swaps
3 Years Ago
Barricade train tunnel cells no longer spawn right next to each other
3 Years Ago
Ensure train tunnels leave some distance between themselves and the terrain surface (so underwater rocks that reach into the terrain don't reach into the tunnels)
3 Years Ago
Train tunnel corridors are OnlyVisibleUnderground
3 Years Ago
DistanceFlareLOD and CoverageQueryFlare now also check LODEnvironmentMode (always invisible when underground, unless player is also underground)
3 Years Ago
Replaced tunnel entrance terrain anchors with terrain checks so they preserve the altitude of the road they spawn on instead of snapping to the terrain
3 Years Ago
Renamed "Darkness" environment type to "TrainTunnels" so it can be used to specifically identify train tunnels (we can add other environment types that also darken directional light, but they should all have their separate names so they don't toggle the train tunnel map overlay)
3 Years Ago
Train tunnel prevent building volumes
3 Years Ago
Fixed world not properly spawning on first connect
3 Years Ago
Fixed incorrect grid snapping on train tunnel entrance mesh (moving too deep into the ground)
3 Years Ago
Committing everything that changed from a game manifest update (build times)
3 Years Ago
Fixed train tunnel entrance not having the correct position and rotation in the standalone client
3 Years Ago
Fixed gas mask itemid
3 Years Ago
SetDirty vs. SavePrefabAsset (ItemDefinition.DoPrepare)
3 Years Ago
Network++ Save++
3 Years Ago
Merge from main
3 Years Ago
Allow train tunnel entrances to spawn next to desire trails as well as side roads (just not the main ring road)
3 Years Ago
Spawn up to 20 tunnel entrances
3 Years Ago
Fixed bug in PlaceMonumentsRoadside and PlaceMonuments scoring mechanism that would significantly break min / max distance modes Added additional road type modes to PlaceMonumentsRoadside
3 Years Ago
Better tunnel entrance road nodes for slightly more distance to the road itself
3 Years Ago
Slightly better tunnel entrance splat map (still programmer art)
3 Years Ago
Better tunnel entrance terrain anchors
3 Years Ago
Better grid snapping for dungeon entrance
3 Years Ago
Fixed GenerateDungeon edge case where it would introduce an incorrect offset shortly before the end
3 Years Ago
Added TerrainPath.DungeonRoot and TerrainPath.DungeonCells Renamed TerrainPath.Dungeons to TerrainPath.DungeonEntrances Tunnel entrances are now also under "Dungeon" hierarchy
3 Years Ago
Tunnel entrance now has DungeonInfo component
3 Years Ago
TerrainPath now keeps a list of DungeonInfo, which keeps a list of DungeonLink
3 Years Ago
Fixed edge case that could lead to train tunnel network just ending and spilling out into darkness at the end of a station
3 Years Ago
Added SavasIsland_traintunnels as a fast-to-load train tunnel test scene with a fully setup terrain (ignore the floating tunnel entrances / floating grass around tunnel entrances)
3 Years Ago
Prefab updates (OnlyVisibleUnderground tag)
3 Years Ago
OnlyVisibleUnderground tag
3 Years Ago
Fairly terrible system to hide train tunnels unless inside underground environment volume
3 Years Ago
Static elevator lift prefab fixes
3 Years Ago
Added elevator prefabs to corridor / entrance prefabs
3 Years Ago
Fixed Elevator NREs when CableRoot or CableLod were not set
3 Years Ago
Split static elevator into top / floor prefab Updated mesh on static elevator lift prefab
3 Years Ago
Fixed ElevatorStatic.Spawn not freeing the pooled raycast hit list if it's not the top elevator