branchrust_reboot/main/Workcartcancel
674 Commits over 273 Days - 0.10cph!
Tunnel entrqance prefab environment / water / terrain volumes
Updated dungeon_grid_test scene to use the proper tunnel entrance prefabs
Tunnel entrance prefab update to include greybox mesh
Corridor prefab environment / water / terrain volumes
Tunnel corridor prefab updates
Tunnel corridors now align perfectly (snapping start point to the 3m grid horizontally, 1.5m grid vertically, then picking tunnel pieces near the end so everything connects perfectly)
LODs/COL/Prefab setup for train_tunnel_double_str_b_36m
Updated tunnel entrance greybox
Scene updates (added tunnel corridors)
Tunnel station and entrance pefab updates
Initial version of corridor connection between underground train stations and above ground tunnel entrances
Corridor transition greybox
Tunnel entrance greybox
Tunnel corridors greyboxes and prefabs
train_tunnel_double_str_a_36m LODs and colliders
Four way junction meshes, LODs, colliders and prefabs
Finished the tjunction meshes
LODs and colliders for straight single tunnels and double/single tunnel transition meshes
Train tunnel entrance spawn adjustments
Added selection for preferred distance from same and other monument types when spawning monuments
Added selection for preferred road type when spawning roadside monuments
Fixed GenerateDungeons ignoring roadside monuments
Increase Workcart max speed
Add train track collation to dungeon_grid_test
T junction spline setup complete
Setting up track splines for the new junctions + unique track ID fixes
Don't show Workcart health when the player is standing ON the Workcart
Plugged alt curve pieces, alt straight pieces and left / right transitional pieces into the train tunnel generation
Train tunnel pipe transition walls
More spline data saving work
Make WorldSplineSharedData actually update the prefabs properly when regenerating
More train track spline work
Add method to regenerate all spline shared data for the project at once
Prefab and scene updates to support train tunnel variants and train tunnel transitional pieces (using placeholder meshes)
Added left / right variant support to GenerateDungeon
Added transitional piece support to GenerateDungeon (to spawn a transitional prefab when it's impossible to match the exact variant)
Reverting spline asset path code for now as GetAssetPath didn't work on prefab variants and GetPrefabAssetPathOfNearestInstanceRoot caused the Unity editor to crash on certain prefabs
Fix several bugs with spline data generation
Compilation fix for editor vs build
Fix spline data assignment. Previously if two prefabs shared the same data but one changed, it would incorrectly update the data for both. Now checking the prefab path
Added train tunnel network to procedural maps (both the above ground entrance prefabs and their placement is temporary)
Added CheckEnvironmentVolumesInsideTerrain to ensure environment volumes don't poke out of terrain
Ensure GenerateDungeon always places its result underground
Added underground volume / terrain trigger / water trigger to tunnel pieces
Added mirrored variants of the transition pieces
Plugging the new prefabs into dungeon_grid_test