branchrust_reboot/main/WorkCartcancel
722 Commits over 395 Days - 0.08cph!
Fix workcart occasionally getting "stuck" and having to reverse before going forward when using entity spawn (static collision bug)
Fix workcart headlights being in the wrong place/angle
Fill light LOD/occlusion setup progress
Fixed some of the objects with negative scale
Removed some unused prefabs
T-junctions LODs and COL
Tweaked some LOD4 meshes to reduce pop-in
Fixed stairwell variant b never spawning
progress on stairwell and entrance meshes
Train tunnels use "Darkness" environment type
Climate now works without biome map (falls back to temperate climate, for test scenes)
Added "Darkness" environment type (disables directional light, makes skybox completely black)
A single environment volume can now have multiple environment types
Fixed AmbientLightLOD not properly preserving light intensity
Shared spline data now also looks in the autospawn folder. Updated autospawn train prefab spline data.
Improving spline indexing
- Removed deferred mesh decal script from corridor_straight_a_9m as it was generating a bunch of NREs due to having no renderer.
- Darkened WorkCart cabin glass albedo, you could hardly see out of it
- Fixed Shared Spline Data not saving changes to the prefab when it changed. Unity pls stop introducing new systems for saving prefab changes
fixed a small offset in corridor_stop_transition_b
updated entrance prefab link in tunnel entrance scene to fix the materials display
progress on stairwell and entrance meshes
Corridor fixes 2: Quaternion boogaloo
Stairwell bottom adjustments
Tunnel LOD/occlusion mesh fixes
Tunnel entrance prefab update
AddToAlphaMap procedural component to carve the terrain in a delayed manner (in case part of a monument is moved after initial placement, like for the tunnel entrances)
Prefab priority updates (fixes cases where stairwell bottom piece was placed prematurely)
Tunnel entrance Scene2Prefab scene
Corridor environment volume updates
PriorityEnd is no longer required
Removing obsolete 180 degree turn corridor prefabs
Two additional stairwell bottom prefabs (copies of variants a and b with an additional corner to cover all 4 directions)
Better, less buggy support for stairwell bottom variants
Ditch the track spline unique ID system and go back to matching on content. This means if multiple splines point to the same data and one changes and updates its content, the others will be out of sync. Will improve that next.
Subtracting hacks / workarounds from
58587 &
58591 since they broke a bunch of stuff, will need to try again a different way
Fixed start and end priority not always working correctly
Support for second stairwell type
Support for distinct start priorities of corridor pieces (can be different from mid / end priorities to prefer a certain piece at the start)
Tunnel corner model fixes
updated corridor_stop_transition prefabs to reflect changes
added stairwell_bottom_90 to help with the corridors placement
overall progress on meshes
LODs/COL/Prefab setup for tunnel corner modules
Pick the best possivle station prefab, instead of picking the first one that fits
Added DungeonLinkBlockVolume to discard station prefabs that would intersect with the above ground station stairwell
Fixed edge case where the train tunnel entrance stairwell would fail to be placed
Fixed case where tunnel entrance was spawning so close to the underground station that it was unable to connect (stairwells colliding with station when going straight down)
Progress on tunnel LODs and colliders
Unified LOD distances across all modules
Moved pivot points to the centre of the mesh to help with lodding
Added occlusion meshes to help with pixel flickering/light leaking
tunnel corridor pieces textured and vertex painted - awaiting LODs
LODs/COL for train_tunnel_stop_b
LODs/COL for train tunnel stop module
Tunnel corridor and stairwell detail greybox complete
reworked the stop_transition_tunnel piece and prefab to rely on the new meshes and minimize its size
added stairwell_top piece, refined corridor pieces further