userandrecancel

12,611 Commits over 3,897 Days - 0.13cph!

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
3 Years Ago
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3 Years Ago
Skin bundle update
3 Years Ago
Skin update (fixing Lost Soul AR and Chocolate Egg)
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
4 Years Ago
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (Scene2Prefab)
4 Years Ago
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (prefabs)
4 Years Ago
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (code)
4 Years Ago
Updating dungeon grid test scene
4 Years Ago
Fixed error update in GenerateDungeon, leading to incorrect corridor end positions
4 Years Ago
Merge from 360_stairwell
4 Years Ago
Implementation
4 Years Ago
More prefab work
4 Years Ago
Stairwell bottom 360 degree prefabs
4 Years Ago
Merge from main
4 Years Ago
Skin update
4 Years Ago
Skin update