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11,016 Commits over 4,109 Days - 0.11cph!

4 Years Ago
Forgotten files
4 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)
4 Years Ago
Cleanup
4 Years Ago
Underwater lab map markers
4 Years Ago
Moonpool water material
4 Years Ago
Prefab updates for moonpool water plane / underwater labs env volumes
4 Years Ago
Different approach to moonpool water body since it was causing underwater fog to disappear when all moonpool water bodies were culled
4 Years Ago
Added colliders to 90 and 45 degree hatch tubes
4 Years Ago
Added S tube hatch environment volumes
4 Years Ago
Added various hatch environment volumes to underwater lab prefabs
4 Years Ago
Prefab updates to support the moonpool water plane
4 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
4 Years Ago
Prefab and scene updates for transitional pieces (doors)
4 Years Ago
Added transitional pieces (doors)
4 Years Ago
Added 45 and 90 degree corner tubes to underwater labs
4 Years Ago
Fixed dungeon block volumes in 45 degree corner tube prefabs
4 Years Ago
Added more underwater labs to dungeon_base_test scene
4 Years Ago
Remove corridor tubes that don't lead to any rooms
4 Years Ago
Increased probability of tube pieces to stretch out underwater labs a bit more
4 Years Ago
Added detailed volume triggers to all underwater lab segments (initial version for testing purposes, some tube_50 volume triggers are still missing)
4 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)
4 Years Ago
Underwater lab monument prefabs are no longer using Scene2Prefab
4 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
4 Years Ago
Merge from main
4 Years Ago
Fixed edge case that would prevent placement of the first part of the 360 degree train tunnel stairwell
4 Years Ago
Underwater foliage is now allowed to spawn on underwater offshore monument topology (forgotten files)
4 Years Ago
Added monument topology to underwater labs Underwater foliage is now allowed to spawn on underwater offshore monument topology
4 Years Ago
Fixed legs and vertical end pieces not spawning on procedural maps (regression)
4 Years Ago
Fixed end caps sometimes overlapping other segments Fixed segments sometimes colliding with terrain
4 Years Ago
Changed some forgotten underwater lab environment volume types from underground to building
4 Years Ago
Removed dungeon block volume from hatch tube end
4 Years Ago
Changed underwater lab environment volume type from underground to building
4 Years Ago
Procedural underwater lab placement tweaks
4 Years Ago
Added initial version of underwater labs to procedural maps
4 Years Ago
Merge from main
4 Years Ago
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4 Years Ago
Skin bundle update
4 Years Ago
Underwater lab moonpool ladder socket fix
4 Years Ago
Underwater lab prefab setup: tube, leg and end pieces
4 Years Ago
Underwater lab test scene updates
4 Years Ago
Underwater lab procedural generation progress
4 Years Ago
Underwater lab conditionals prefab tweaks
4 Years Ago
Fixed WaterOverlay NRE on maps without water
4 Years Ago
Underwater lab conditionals prefab updates
4 Years Ago
Underwater lab autospawn prefabs
4 Years Ago
Unterwater lab prefab updates (socket adjustments)
4 Years Ago
Underwater lab test scene
4 Years Ago
Underwater lab generation baseline / proof of concept
4 Years Ago
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4 Years Ago
No longer attempt to place 80 (!) countryside tunnel entrances, taking 155 seconds