branchrust_reboot/main/Workcartcancel
110 Commits over 92 Days - 0.05cph!
Removing Elevator.PostServerLoad Debug.Log
Merge from static_elevator
Fixed stairwell variant b never spawning
Train tunnels use "Darkness" environment type
Climate now works without biome map (falls back to temperate climate, for test scenes)
Added "Darkness" environment type (disables directional light, makes skybox completely black)
A single environment volume can now have multiple environment types
Fixed AmbientLightLOD not properly preserving light intensity
Corridor fixes 2: Quaternion boogaloo
Stairwell bottom adjustments
Tunnel entrance prefab update
AddToAlphaMap procedural component to carve the terrain in a delayed manner (in case part of a monument is moved after initial placement, like for the tunnel entrances)
Prefab priority updates (fixes cases where stairwell bottom piece was placed prematurely)
Tunnel entrance Scene2Prefab scene
Corridor environment volume updates
PriorityEnd is no longer required
Removing obsolete 180 degree turn corridor prefabs
Two additional stairwell bottom prefabs (copies of variants a and b with an additional corner to cover all 4 directions)
Better, less buggy support for stairwell bottom variants
Subtracting hacks / workarounds from
58587 &
58591 since they broke a bunch of stuff, will need to try again a different way
Fixed start and end priority not always working correctly
Support for second stairwell type
Support for distinct start priorities of corridor pieces (can be different from mid / end priorities to prefer a certain piece at the start)
Pick the best possivle station prefab, instead of picking the first one that fits
Added DungeonLinkBlockVolume to discard station prefabs that would intersect with the above ground station stairwell
Fixed edge case where the train tunnel entrance stairwell would fail to be placed
Fixed case where tunnel entrance was spawning so close to the underground station that it was unable to connect (stairwells colliding with station when going straight down)
Updated dungeon_grid_test scene to also spawn the full intersection
Fixed stairwell code regression that was causing corridors not to connect perfectly
Adjusted 180 degree turn prefab so it doesn't clip the stairwell piece
Removing unused corridor prefabs
Stairwell bottom piece socket update
Prefab updates to support stairwell pieces
Code changes to support stairwell pieces
Fixed tunnel entrance position offset not being correctly eliminated when the tunnel entrance was rotated
Changed tunnel entrance environment volume from underground to building
Tunnel train station prefab updates to include the corridor transition meshes
Tunnel entrqance prefab environment / water / terrain volumes
Updated dungeon_grid_test scene to use the proper tunnel entrance prefabs
Tunnel entrance prefab update to include greybox mesh
Corridor prefab environment / water / terrain volumes
Tunnel corridor prefab updates
Tunnel corridors now align perfectly (snapping start point to the 3m grid horizontally, 1.5m grid vertically, then picking tunnel pieces near the end so everything connects perfectly)
Scene updates (added tunnel corridors)
Tunnel station and entrance pefab updates
Initial version of corridor connection between underground train stations and above ground tunnel entrances
Train tunnel entrance spawn adjustments
Added selection for preferred distance from same and other monument types when spawning monuments
Added selection for preferred road type when spawning roadside monuments
Fixed GenerateDungeons ignoring roadside monuments
Plugged alt curve pieces, alt straight pieces and left / right transitional pieces into the train tunnel generation