userandrecancel

10,592 Commits over 4,383 Days - 0.10cph!

5 Years Ago
Increased probability of tube pieces to stretch out underwater labs a bit more
5 Years Ago
Added detailed volume triggers to all underwater lab segments (initial version for testing purposes, some tube_50 volume triggers are still missing)
5 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)
5 Years Ago
Underwater lab monument prefabs are no longer using Scene2Prefab
5 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
5 Years Ago
Merge from main
5 Years Ago
Fixed edge case that would prevent placement of the first part of the 360 degree train tunnel stairwell
5 Years Ago
Underwater foliage is now allowed to spawn on underwater offshore monument topology (forgotten files)
5 Years Ago
Added monument topology to underwater labs Underwater foliage is now allowed to spawn on underwater offshore monument topology
5 Years Ago
Fixed legs and vertical end pieces not spawning on procedural maps (regression)
5 Years Ago
Fixed end caps sometimes overlapping other segments Fixed segments sometimes colliding with terrain
5 Years Ago
Changed some forgotten underwater lab environment volume types from underground to building
5 Years Ago
Removed dungeon block volume from hatch tube end
5 Years Ago
Changed underwater lab environment volume type from underground to building
5 Years Ago
Procedural underwater lab placement tweaks
5 Years Ago
Added initial version of underwater labs to procedural maps
5 Years Ago
Merge from main
5 Years Ago
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5 Years Ago
Skin bundle update
5 Years Ago
Underwater lab moonpool ladder socket fix
5 Years Ago
Underwater lab prefab setup: tube, leg and end pieces
5 Years Ago
Underwater lab test scene updates
5 Years Ago
Underwater lab procedural generation progress
5 Years Ago
Underwater lab conditionals prefab tweaks
5 Years Ago
Fixed WaterOverlay NRE on maps without water
5 Years Ago
Underwater lab conditionals prefab updates
5 Years Ago
Underwater lab autospawn prefabs
5 Years Ago
Unterwater lab prefab updates (socket adjustments)
5 Years Ago
Underwater lab test scene
5 Years Ago
Underwater lab generation baseline / proof of concept
5 Years Ago
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5 Years Ago
No longer attempt to place 80 (!) countryside tunnel entrances, taking 155 seconds
5 Years Ago
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (Scene2Prefab)
5 Years Ago
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (code)
5 Years Ago
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (prefabs)
5 Years Ago
Updating dungeon grid test scene
5 Years Ago
Fixed error update in GenerateDungeon, leading to incorrect corridor end positions
5 Years Ago
Merge from 360_stairwell
5 Years Ago
Implementation
5 Years Ago
More prefab work
5 Years Ago
Stairwell bottom 360 degree prefabs
5 Years Ago
Merge from main
5 Years Ago
Skin update
5 Years Ago
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5 Years Ago
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5 Years Ago
Fixed issues with world networking (introduced with monument_prioritization)
5 Years Ago
Merge from monument_prioritization
5 Years Ago
Alistair approved: Changed mining_quarry_c monument to default priority (was set to high) to match the other quarries
5 Years Ago
Alistair approved: Changed giant excavator monument to default priority (was set to highest from back when it was first added)
5 Years Ago
Merge from HDRP_Art_Backport