12,611 Commits over 3,897 Days - 0.13cph!
Added transitional pieces (doors)
Added 45 and 90 degree corner tubes to underwater labs
Fixed dungeon block volumes in 45 degree corner tube prefabs
Added more underwater labs to dungeon_base_test scene
Remove corridor tubes that don't lead to any rooms
Increased probability of tube pieces to stretch out underwater labs a bit more
Added detailed volume triggers to all underwater lab segments (initial version for testing purposes, some tube_50 volume triggers are still missing)
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)
Underwater lab monument prefabs are no longer using Scene2Prefab
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
Fixed edge case that would prevent placement of the first part of the 360 degree train tunnel stairwell
Underwater foliage is now allowed to spawn on underwater offshore monument topology (forgotten files)
Added monument topology to underwater labs
Underwater foliage is now allowed to spawn on underwater offshore monument topology
Fixed legs and vertical end pieces not spawning on procedural maps (regression)
Fixed end caps sometimes overlapping other segments
Fixed segments sometimes colliding with terrain
Changed some forgotten underwater lab environment volume types from underground to building
Removed dungeon block volume from hatch tube end
Changed underwater lab environment volume type from underground to building
Procedural underwater lab placement tweaks
Added initial version of underwater labs to procedural maps
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Skin update (fixing Lost Soul AR and Chocolate Egg)
Underwater lab moonpool ladder socket fix
Underwater lab prefab setup: tube, leg and end pieces
Underwater lab test scene updates
Underwater lab procedural generation progress
Underwater lab conditionals prefab tweaks
Fixed WaterOverlay NRE on maps without water
Underwater lab conditionals prefab updates
Underwater lab autospawn prefabs
Unterwater lab prefab updates (socket adjustments)
Underwater lab test scene
Underwater lab generation baseline / proof of concept
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No longer attempt to place 80 (!) countryside tunnel entrances, taking 155 seconds
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (Scene2Prefab)
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (prefabs)
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (code)
Updating dungeon grid test scene
Fixed error update in GenerateDungeon, leading to incorrect corridor end positions
Stairwell bottom 360 degree prefabs