branchrust_reboot/main/nuclear_missile_silocancel

416 Commits over 273 Days - 0.06cph!

2 Years Ago
Added tiles cube 08 Fixed a few floating props Disabled ext fluro distant flares (render issues) Fixed portacabin building door blocking los of hatch button Hidden bathroom S2P
2 Years Ago
Topside lighting mods to facilitate house changes WIP
2 Years Ago
Fixed red spinner light in the warhead room bleeding through walls Fixed leaking elevator light at longer distances Fixed exterior building roofs having their HLOD covered in snow Attempt at fixing terrain violation near the exit when using vehicles / made the ground collider thicker and moved the terrain trigger Attempt at fixing holes in terrain near the hatch at certain seeds Painted Decor topology in the base to prevent trees and logs from spawning too close to the fence Scene2prefab
2 Years Ago
Added cables to the warhead room connecting the nuke to the laptop and computer cabinets Tweaked LOD distances on the warhead as it was never culling Fixed one of the warhead room lights disappearing too quickly causing shadows to pop-in Scene2prefab
2 Years Ago
merge from ai_aboveground
2 Years Ago
Disable above ground spawners for now.
2 Years Ago
Enable force collect terrain for navmesh. Scene. s2p.
2 Years Ago
merge from ai_aboveground
2 Years Ago
Scientist NVGM tweaks
2 Years Ago
Manifest + codegen
2 Years Ago
Added NVG Scientist avatar image for death screen. Updated prefab info.
2 Years Ago
Topside adjustments for the new cabin interior. S2P
2 Years Ago
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2 Years Ago
Fixed bad positioning on the distance flare.
2 Years Ago
Various final fixes.
2 Years Ago
Fixed blocked door in one of the newly accessible buildings Scene2prefab
2 Years Ago
Opened up the exterior buildings a bit more and added dressing to the now accessible rooms Tweaked portacabin materials to make the stand out a bit more from arctic ones Added vinyl floor texture
2 Years Ago
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2 Years Ago
New corridor lighting and some surrounding tweaks to facilitate
2 Years Ago
scene, s2p.
2 Years Ago
Expanded AI_MiddleMiddle AIZ to include new corridor area. Added move & cover point data. Updated AI prefab.
2 Years Ago
Enable NMS hatch hurt trigger only while the hatch is closing. S2P on NMS scene.
2 Years Ago
Add support to EntityFlag_Toggle for a "notFlag" - a flag that must NOT be set for the toggle to be on.
2 Years Ago
Cherry-pick 78925 - EntityFlag_Toggle Any/All feature
2 Years Ago
Updated AI prefab to point spawners to new NVG variant scientists
2 Years Ago
Added ScientistNPC_Roam_NVG_Variant variant prefab. Added an additional NVG loadout with LR300 to match other scientist possible loadouts.
2 Years Ago
merge from main
2 Years Ago
changed damage type and script on hatch to kill
2 Years Ago
disabled pile of crates that was left visible over burn pile S2P
2 Years Ago
fixed static security door shadow proxy mesh transform differing from visual mesh
2 Years Ago
Added HLOD to NMS scene S2P
2 Years Ago
added some HLOD tags to some props, tweak o some props distance culling
2 Years Ago
NV Scientist secondary light additions. Minor related mat tweaks.
2 Years Ago
Added a connecting room between the airlock and admin office to make the level a bit less linear Made an attempt at fixing terrain violation near the exit
2 Years Ago
Fixed NVScientist mask emissive not being like in the cinematic branch. Optimized some texture sizes and params.
2 Years Ago
Finished adding interior lights to culling volumes Opened up one of the hangars and addded dressing Added minor dressing to the exterior Fixed "missing level of detail" error message by removing static foliage from a list of culled objects Slightly tweaked the NMS postprocess Scene2prefab
2 Years Ago
network++
2 Years Ago
merge from main
2 Years Ago
Added hurt volume under the NMS hatch
2 Years Ago
NMS inaccurate hatch colliders fix
2 Years Ago
Fixed missing fire damage and heat triggers. NMS S2P
2 Years Ago
Splat tweaks in an attempt to make the paths within the monument more readable Attempt at fixing water disappearing when leaving terrain triggers Blocked off parts of the hatch mechanism with invisible blockers to prevent players from jumping inside the gap while it's opening where they could get stuck Added a terrain trigger to the bottom of the hatch mechanism just in case they happen to go in Scene2prefab
2 Years Ago
full manifest update
2 Years Ago
Repainted the blend map in an attempt to fix floating objects and gaps in rocks near the edges of the monument Painted terrain alpha near the closed off entrance to the bunker to fix terrain poking through it Shifted some objects that were floating Moved terrain trigger near the NMS exit. This should hopefully stop players from getting killed by the terrain Scene2prefab
2 Years Ago
Moved fences near one of the houses to allow for players passing through Deleted z-fighting decal in the office room Made one of the exit door static and added some props around it to make it clear it does not open
2 Years Ago
added more loops to warhead cones so they smooth nicer on LOD0
2 Years Ago
fixed elevator cabin button travel
2 Years Ago
Cherrypick 81122 to NMS. Fixes chair showing as mountable when it has no valid dismount.
2 Years Ago
Added UsesAsOffset bool to LerpBetweenPointsBool to force offsetPosLocal to actualy work as an offset (defaults to false to preserve old behaviour)
2 Years Ago
updated office elevator cabin call call buttons