106,698 Commits over 3,836 Days - 1.16cph!
Disable underground layers for network visibility grid
Recalculate network groups for entities when loading saves
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Fixed one rowboat mount point not working
Lighting pass on Bandit WIP
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updated with damian's new prefabs
Create, size and init an AIInformationZone for dungeon instances.
AIInformationZone can be manually init'd.
dwelling prefab spawns gingerbread man
Xmas tunnel entrance mound
Updated albedo texture for gingerbread barricades and gingerbread wooden crate
Made chocolate trims texture brighter
Added more padding
Tweaked chocolate UVs on the entrance
Run "Autofill MapRenderers" on all the xmas dungeon cell prefabs so they will render on the map
Created LODs and proper colliders for the xmas tunnel entrance
Set collider type to gingerbread
Fix dungeon map layer not re-rendering when switching to a different dungeon
Add dungeon map layer button to map UI
Auto disable dungeon map layer when no longer in a dungeon
Fixes to get the dungeon to actually show up on the map
rebuild bandit town xmas prefab , re nested prefabs, created individual ice roof per building, S2P
more cleanup/refactor/wip
some fixes, more wip, codegen
Fixed issues with submarine transitions. Added window shader materials etc.
Further optimized A.
Renamed some xmas monu prefabs for naming consistency.
Reverted this variant of the xmas light strip to fix missing embedded lights, and reapplied the batching script
Further optimization on C
Village B bounce light pass and light optimization.
Static advent star LOD distance tweaks
Restored Petur's caboose minilights. Issues with CullingVolume cured.
Progress on adding a new map layer for dungeons
Removed the 'bugreporter' key bind from the key bind options menu - it's unused anywhere in the project. Note this is NOT the F7 report key, which is functional but cannot be rebound.
Don't bother checking keycode FX if the whole object is disabled
No detail alpha by default for CarKeypad material
Car keypads now look progressively more damaged, like the main vehicle does
Code lock vehicle models now fall off when the door panels that they're attached to fall off (don't worry - the actual lock still functions though)
Hooked up destroyable vehicle lock FX. Refactored the code lock visual script. Moved LODComponent to just before the standard time in execution order, so that other scripts can cancel out the effects of PlayOnShow in their own OnEnable methods if necessary.
Combiner prefab setup
Move pipe rendering into a child prefab for easier updates across all colour prefabs
Remove multi sub mesh support, everything is using the same material now
Lock destroyable effect for modular car keycode locks (not hooked up yet)