branchrust_reboot/main/Submarinecancel
475 Commits over 122 Days - 0.16cph!
Added more underwater labs to dungeon_base_test scene
Hatch tube 45 and 90 degree left and right variants, including convex volumes and prefabs
Remove corridor tubes that don't lead to any rooms
Increased probability of tube pieces to stretch out underwater labs a bit more
Made module volumes thinner
Moonpool shared prefab - contains water surface, volume and effects
Moonpool specific water carving volume mesh 'volume_1200x1500_moonpool'
Removed previous volume test mesh
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
modules meshes updated to latest
fixed hatch tube cap collider
ladder volumes throughout
Underwater labs convex mesh volumes - all the combinations should be possible from this set of volumes
backup build scenes
underwater labs hatch material setup
Adding test mesh for volume_1200x1500_1way_moonpool
Cabin crew furniture set greybox models
kitchen furniture greybox models
Fixed duo sub size and rotation
fleshing out rooms and initital lighting - end
Adjust solo sub fuel point collider
Move solo sub fuel LOD group into the main model LOD Group
Adjusted submarine HP and protection
removed temporary fuel storage and its textures for solo sub
added new mesh, materials and textures to solo sub prefab
nice and shiny
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)
Duo Submarine update
separated the foot pedals independent of each other so they can be controlled individually
Fixed end caps sometimes overlapping other segments
Fixed segments sometimes colliding with terrain
Moved models folder
More wall filler prefab/mesh
Re-organized underwater labs room prefabs to be based around a shell. Sockets and volumes nested in case of variants, so they can be administered from a single place for all future variants of a room
Added some more prefabs for conditional wall fillers
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
updated duo sub prefab
separated and added steering wheel, water depth/fuel/temperature/mph needles independently
More partition wall variants + prefabs
Made the legs longer for the lab modules to reach seafloor more easily
updated modules to latest artwork pre-LODs
Added initial version of underwater labs to procedural maps
Manifest, removed meta file
Underwater labs art - first pass, unoptimized
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Underwater lab moonpool ladder socket fix
Underwater lab prefab setup: tube, leg and end pieces
Underwater lab test scene updates