branchrust_reboot/main/Workcartcancel
674 Commits over 273 Days - 0.10cph!
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
LODs and colliders for stops transition modules
refining greybox set - stairwell and surface building
Updated dungeon_grid_test scene to also spawn the full intersection
Fixed stairwell code regression that was causing corridors not to connect perfectly
Adjusted 180 degree turn prefab so it doesn't clip the stairwell piece
Removing unused corridor prefabs
adding stairwell elevator, refining other pieces
Stairwell bottom piece socket update
Prefab updates to support stairwell pieces
Code changes to support stairwell pieces
shortened the stairwell bottom piece transition tunnel by 1.5m to make it 6m from pivot
train tunnels stairwell pieces greybox and test scene
LOD/COL/Prefab setup for all overpass modules
Fixed tunnel entrance position offset not being correctly eliminated when the tunnel entrance was rotated
Changed tunnel entrance environment volume from underground to building
Tunnel train station prefab updates to include the corridor transition meshes