121,514 Commits over 4,048 Days - 1.25cph!
Updated train map renderers for all the updated train stations
Merge from voiceprops/dlc
Set the maintenance side tracks to be secondary splines
Moved Work Cart spawns to the new maintenance rooms
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Procedural Map Underwater scene
Reworked lighting in all train tunnel entrance bunker modules to fix wall bleed and other issues
Tweaked platform colliders to make it easier to jump onto them
All DungeonBaseLink now have a reference to the DungeonBaseInfo they belong to stored
Added admin.underwater_scatter to further customize the underwater fog when underwater_effect is set to 0
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)
Added additional requested custom map volume and trigger prefabs
added damage masks for both subs and updated detail tiling in their materials
added bulkhead divider, tweaked uvs to accommodate it. tweaked meshes so they fit the curved hull better. added collision meshes, set up basic prefabs
Less fog inside underwater labs
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Moon pools for BillBTestMap
Merge Submarine->HDRP_Art_Backport (Aux)
Increase submarine view distance (less fog)
Adjust mount positions for the subs to improve visibility as far as possible
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Added submarine decay, same as boats but with slightly longer times:
- Indoors: No decay.
- Outdoors: 240 minutes (rowboat = 180).
- Deep water: 180 minutes (rowboat = 120).
sub spawning setup at boat vendor
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Initial custom nav support
merge from submarine ai (no spawns)
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DungeonNavMesh now works with multiple instances
fixed accidental fog change while troubleshooting
Swamp a,b,c now uses the same Fog FX that is used at the bandit camp - no longer lit at night from 400m
S2P Swamp A,B,C
Added prevent building volumes to underwater lab prefabs
merge from misc_improvements
Split TerrainPath.DungeonRoot into TerrainPath.DungeonGridRoot and TerrainPath.DungeonBaseRoot so the train tunnel navmesh doesn't pull in the underwater labs
modded folder organization (will break paths)
Adding a bunch of commonly requested and missing objects
DungeonBaseInfo has a list of DungeonBaseFloor, which each contains a list of all DungeonBaseLink that are on that specific floor
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