branchrust_reboot/main/nuclear_missile_silocancel

416 Commits over 273 Days - 0.06cph!

2 Years Ago
Tweaked portacabin building ceiling material Removed shadow casting on some exterior lights where they had little impact on the visuals Scene2prefab
2 Years Ago
Scientist only move to one random spot when blinded. Increased the duration variance.
2 Years Ago
▊▍▄▊▍▅▌ ▉▉▅ ▆▆▆▊▍▌▋▇▊▉▇▋▊▆▌▋ ▄▅▋▇▉▆ ██ ▍▆▉█ ▊█▄▉ ▉▍▍▌ '▉▆█▍▆'
2 Years Ago
merge from main
2 Years Ago
Fix compilation re DDraw
2 Years Ago
Move start gesture to the blinded state StateEnter. Slightly vary blinded duration.
2 Years Ago
Changed flash blinded gesture to loop. Clear gesture when leaving blinded state.
2 Years Ago
Added a randomiser to the blinded gesture Fixed dwellers not being able to play gestures
2 Years Ago
▆▆▍▆▋ ▅▊▉▉▆█▋▆▇▋▌▄█▅▇▅▌ -> ▍▊▇█▆▆▆ ▉▊▍▍▄▇▉ ▇▉▍▇
2 Years Ago
Moved flash blinded state to upperbody layer. Added cinematic gestures directory.
2 Years Ago
Prevent NPC or cinematic gestures from ever appearing in the gesture wheel
2 Years Ago
Reduce HLOD swap distance to 200m for silo HLOD
2 Years Ago
Unsaved flash blinded setting
2 Years Ago
Scientsts play a blinded animation when hit by a flashbang (uses the gesture system to do a full body gesture, see Gesture.FlashBlinded)
2 Years Ago
Fixed the doors in the new corridor being flagged as security doors, which was breaking the navmesh. s2p.
2 Years Ago
s2p
2 Years Ago
Fixed and old spawner and the new spawners linking to the wrong AIZ
2 Years Ago
exterior building reverb zones remove music zones (fixes candy cave music playing inside the silo)
2 Years Ago
particle emission sounds for water drips and electric sparks
2 Years Ago
loot, ai, radiation setup
2 Years Ago
Renamed cameras Moved missile camera Added new camera to the warhead room Ran HLOD and scene2prefab to include the radio tower changes
2 Years Ago
missing files
2 Years Ago
loot setup first pass update NVG scientist to have more health, better loot
2 Years Ago
Radio tower / finished all LODs / collision / and tweaked ladder trigger
2 Years Ago
merge from main
2 Years Ago
Increased BlindDurationMultiplier on NVG scientist variant so that they get blinded for longer.
2 Years Ago
removed unnecessary cast
2 Years Ago
merge from ai_blind
2 Years Ago
merge from main
2 Years Ago
Remove pooling from scientist nvg suit to resolve pooling errors (still needs more investigation for a better fix)
2 Years Ago
Apply BoneRetarget script to scientist nvg suit head lights
2 Years Ago
Apply BoneRetarget script to scientist nvg suit head lights
2 Years Ago
Fixed elevator button not opening the doors at a given floor if you press the corresponding button while the elevator is idling at that floor
2 Years Ago
Added a hurt trigger to the underside of the hatch right above the rocket. S2P.
2 Years Ago
Updated names of the CCTV cameras Added new camera that allows you to see the exit from a different angle Added interior lights to some exterior buildings Added light poles near chainlink gates to further highlight the entry points at night Added a light near the exit to help with CCTVs at night Scene2prefab
2 Years Ago
biweekly fix
2 Years Ago
Updated exit puzzle to require only a button Moved keycard reader to the top and tied it to opening the bunker hatch Added a new CCTV camera pointing at the exit Added a static computer station to the security room (needs some improvements) Created a new material for the small mesh paths that looks less repetitive and intense Reorganized exterior lighting and added Light Group At Time script to disable some lights during daylight Scene2prefab
2 Years Ago
merge from ai_aboveground
2 Years Ago
merge from /nuclear_missile_silo/timer
2 Years Ago
Fixed material type on ext sign colliders. NMS S2P
2 Years Ago
Updated a few props to use RenderLOD Added signs_generic_backface texture for signage used on fences Applied backface material to existing nms fence signage + added collisions NMS S2P
2 Years Ago
NMS MonumentIsland scene for testing
2 Years Ago
Added a ring of damage triggers around the edge of the NMS hatch that only activate when closed. NMS S2P.
2 Years Ago
merge from /nuclear_missile_silo/timer
2 Years Ago
Added small geometry paths within the base to make them clear on all all seeds regardless of splat Tweaked the Building topology and painted it under the watchtowers Scene2prefab
2 Years Ago
Changed the layer of one of the lights used in NMS to Default instead of World to stop emissive from blowing up the cubemaps when walking inside portacabin buildings
2 Years Ago
Elevator cabin now uses LODGroup instead of RendererLOD to fix culling issues
2 Years Ago
Updated tooltip for notFlag to match the new behaviour
2 Years Ago
Use HasAny instead of HasFlag for the new notFlag check in EntityFlag_Toggle. It turns out the answer to "does something with no flags set have a flag which is no flags set?" is YES.