branchrust_reboot/main/Workcartcancel
110 Commits over 92 Days - 0.05cph!
Fixed "Train entrance not connected to stair shaft" edge case (regression from 59160)
Fixed tunnel entrance not correctly avoiding underground monuments when spawning
Fixed players getting killed at the bottom of certain tunnel segments
Terrible and / or genius fix for "Misaligned corridor after entranceway elevator"
Awful fix for "Tunnel clipping into the stairwell"
Fixed
59114 (Increased train tunnel nobuild volumes slightly)
Hack / workaround to fix water always rendering in debug camera (breaks underground lighting)
AIInformationZone and AIThinkManager are IServerComponent
Train tunnel topology map tweaks
Increased train tunnel nobuild volumes slightly
Fixed edge case that could cause a tunnel entrance not to connect to its train station correctly
Train tunnel entrances no longer spawn on roads that start or end at mining quarries, water wells or swaps
Barricade train tunnel cells no longer spawn right next to each other
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)
Train tunnel corridors are OnlyVisibleUnderground
DistanceFlareLOD and CoverageQueryFlare now also check LODEnvironmentMode (always invisible when underground, unless player is also underground)
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
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)
Train tunnel prevent building volumes
Fixed world not properly spawning on first connect
Fixed incorrect grid snapping on train tunnel entrance mesh (moving too deep into the ground)
Committing everything that changed from a game manifest update (build times)
Fixed train tunnel entrance not having the correct position and rotation in the standalone client
SetDirty vs. SavePrefabAsset (ItemDefinition.DoPrepare)
Allow train tunnel entrances to spawn next to desire trails as well as side roads (just not the main ring road)
Spawn up to 20 tunnel entrances
Fixed bug in PlaceMonumentsRoadside and PlaceMonuments scoring mechanism that would significantly break min / max distance modes
Added additional road type modes to PlaceMonumentsRoadside
Better tunnel entrance road nodes for slightly more distance to the road itself
Slightly better tunnel entrance splat map (still programmer art)
Better tunnel entrance terrain anchors
Better grid snapping for dungeon entrance
Fixed GenerateDungeon edge case where it would introduce an incorrect offset shortly before the end
Added TerrainPath.DungeonRoot and TerrainPath.DungeonCells
Renamed TerrainPath.Dungeons to TerrainPath.DungeonEntrances
Tunnel entrances are now also under "Dungeon" hierarchy
Tunnel entrance now has DungeonInfo component
TerrainPath now keeps a list of DungeonInfo, which keeps a list of DungeonLink
Fixed edge case that could lead to train tunnel network just ending and spilling out into darkness at the end of a station
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)
Prefab updates (OnlyVisibleUnderground tag)
OnlyVisibleUnderground tag
Fairly terrible system to hide train tunnels unless inside underground environment volume
Static elevator lift prefab fixes
Added elevator prefabs to corridor / entrance prefabs
Fixed Elevator NREs when CableRoot or CableLod were not set
Split static elevator into top / floor prefab
Updated mesh on static elevator lift prefab
Fixed ElevatorStatic.Spawn not freeing the pooled raycast hit list if it's not the top elevator