branchrust_reboot/main/WorkCartcancel

722 Commits over 395 Days - 0.08cph!

4 Years Ago
Fix workcart occasionally getting "stuck" and having to reverse before going forward when using entity spawn (static collision bug)
4 Years Ago
Fix workcart headlights being in the wrong place/angle
4 Years Ago
Fill light LOD/occlusion setup progress Fixed some of the objects with negative scale Removed some unused prefabs
4 Years Ago
T-junctions LODs and COL Tweaked some LOD4 meshes to reduce pop-in
4 Years Ago
Fixed stairwell variant b never spawning
4 Years Ago
progress on stairwell and entrance meshes
4 Years Ago
Train tunnels use "Darkness" environment type
4 Years Ago
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
4 Years Ago
Fixed AmbientLightLOD not properly preserving light intensity
4 Years Ago
Shared spline data now also looks in the autospawn folder. Updated autospawn train prefab spline data.
4 Years Ago
Merge Main -> Workcart
4 Years Ago
Improving spline indexing
4 Years Ago
- 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
4 Years Ago
fixed a small offset in corridor_stop_transition_b
4 Years Ago
updated entrance prefab link in tunnel entrance scene to fix the materials display
4 Years Ago
progress on stairwell and entrance meshes
4 Years Ago
Corridor fixes 2: Quaternion boogaloo
4 Years Ago
Stairwell bottom adjustments
4 Years Ago
Tunnel LOD/occlusion mesh fixes
4 Years Ago
Tunnel entrance prefab update
4 Years Ago
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)
4 Years Ago
Prefab priority updates (fixes cases where stairwell bottom piece was placed prematurely)
4 Years Ago
Tunnel entrance Scene2Prefab scene
4 Years Ago
Corridor environment volume updates
4 Years Ago
Prefab updates
4 Years Ago
PriorityEnd is no longer required
4 Years Ago
Removing obsolete 180 degree turn corridor prefabs
4 Years Ago
Two additional stairwell bottom prefabs (copies of variants a and b with an additional corner to cover all 4 directions)
4 Years Ago
Better, less buggy support for stairwell bottom variants
4 Years Ago
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.
4 Years Ago
Manifest rebuild
4 Years Ago
Marge Main -> WorkCart
4 Years Ago
Subtracting hacks / workarounds from 58587 & 58591 since they broke a bunch of stuff, will need to try again a different way
4 Years Ago
Fixed start and end priority not always working correctly
4 Years Ago
Prefab updates
4 Years Ago
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)
4 Years Ago
Tunnel corner model fixes
4 Years Ago
updated corridor_stop_transition prefabs to reflect changes added stairwell_bottom_90 to help with the corridors placement overall progress on meshes
4 Years Ago
Prefab updates
4 Years Ago
LODs/COL/Prefab setup for tunnel corner modules
4 Years Ago
Prefab updates
4 Years Ago
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
4 Years Ago
Fixed edge case where the train tunnel entrance stairwell would fail to be placed
4 Years Ago
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)
4 Years Ago
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
4 Years Ago
tunnel corridor pieces textured and vertex painted - awaiting LODs
4 Years Ago
LODs/COL for train_tunnel_stop_b
4 Years Ago
LODs/COL for train tunnel stop module
4 Years Ago
Tunnel corridor and stairwell detail greybox complete
4 Years Ago
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