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10,831 Commits over 3,867 Days - 0.12cph!

3 Years 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 Years Ago
Fixed NRE spam in edit mode after running the scene
3 Years Ago
Shore wetness is actually only present on shore, not deep underwater
3 Years 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 Years Ago
All DungeonBaseLink now have a reference to the DungeonBaseInfo they belong to stored
3 Years Ago
Added admin.underwater_scatter to further customize the underwater fog when underwater_effect is set to 0
3 Years 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 Years Ago
Less fog inside underwater labs
3 Years Ago
Added prevent building volumes to underwater lab prefabs
3 Years Ago
Split TerrainPath.DungeonRoot into TerrainPath.DungeonGridRoot and TerrainPath.DungeonBaseRoot so the train tunnel navmesh doesn't pull in the underwater labs
3 Years Ago
DungeonBaseInfo has a list of DungeonBaseFloor, which each contains a list of all DungeonBaseLink that are on that specific floor
3 Years 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 Years Ago
DungeonBaseInfo now contains a list of all DungeonBaseLink that belong to it
3 Years Ago
Slightly better handling of swimming up into the moonpool (this needs more work, but it's a start)
3 Years Ago
Temp fixes for aux branch compile errors
3 Years Ago
Forgotten files
3 Years 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)
3 Years Ago
Cleanup
3 Years Ago
Underwater lab map markers
3 Years Ago
Moonpool water material
3 Years Ago
Prefab updates for moonpool water plane / underwater labs env volumes
3 Years Ago
Different approach to moonpool water body since it was causing underwater fog to disappear when all moonpool water bodies were culled
3 Years Ago
Added colliders to 90 and 45 degree hatch tubes
3 Years Ago
Added S tube hatch environment volumes
3 Years Ago
Added various hatch environment volumes to underwater lab prefabs
3 Years Ago
Prefab updates to support the moonpool water plane
3 Years 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
3 Years Ago
Prefab and scene updates for transitional pieces (doors)
3 Years Ago
Added transitional pieces (doors)
3 Years Ago
Added 45 and 90 degree corner tubes to underwater labs
3 Years Ago
Fixed dungeon block volumes in 45 degree corner tube prefabs
3 Years Ago
Added more underwater labs to dungeon_base_test scene
3 Years Ago
Remove corridor tubes that don't lead to any rooms
3 Years Ago
Increased probability of tube pieces to stretch out underwater labs a bit more
3 Years Ago
Added detailed volume triggers to all underwater lab segments (initial version for testing purposes, some tube_50 volume triggers are still missing)
3 Years 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)
3 Years Ago
Underwater lab monument prefabs are no longer using Scene2Prefab
3 Years 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
3 Years Ago
Merge from main
3 Years Ago
Fixed edge case that would prevent placement of the first part of the 360 degree train tunnel stairwell
3 Years Ago
Underwater foliage is now allowed to spawn on underwater offshore monument topology (forgotten files)
3 Years Ago
Added monument topology to underwater labs Underwater foliage is now allowed to spawn on underwater offshore monument topology
3 Years Ago
Fixed legs and vertical end pieces not spawning on procedural maps (regression)
3 Years Ago
Fixed end caps sometimes overlapping other segments Fixed segments sometimes colliding with terrain
3 Years Ago
Changed some forgotten underwater lab environment volume types from underground to building
3 Years Ago
Removed dungeon block volume from hatch tube end
3 Years Ago
Changed underwater lab environment volume type from underground to building
3 Years Ago
Procedural underwater lab placement tweaks
3 Years Ago
Added initial version of underwater labs to procedural maps
3 Years Ago
Merge from main