branchrust_reboot/main/bandit_towncancel
202 Commits over 61 Days - 0.14cph!
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Bandit town Scene 2 prefab.
More work on Bandit Guard AI.
More work on bandit guard AI.
bigwheel win/lose audio
bet terminals only accessible by those sitting in the corresponding seat
functional countdown timer
inventory locked during spins
Bandit town Scene2Prefab (ai prefab changed).
more WIP on Bandit guard AI.
fixed NPCVendingMachine sometimes becoming out of stock on server restart
NPC spawners at Outpost now properly respect ai.npc_enable.
WIP on cover points at bandit camp for NPCs.
Enabled gpu instancing on a few hundred materials
Fixed and optimized volume bounds att calculation
Removed fog volume radial distance option; always true
Added fog volume edge bounds attenuation, smooth fade-out at vol sides
Fixed fog volume clipping to background
Removed atmos volume global settings; only fade in/out of volumes now
Moved fadeout duration to atmos volumes
Added fog clipping outside atmos volumes (edge attenuation coming next)
Moved OBB shader testing code to own cginc
Updated main camera prefab
Fixed occasional ConsoleUI-related NRE in edit-mode
Play mode skip fog volume fade when sleeping to handle spawn inside/outside
Edit mode skip fog volume fade on startup / entering edit-view
Switched to scene camera activating fog, instead of main
Fixed dredge rotation in bandit town
Swamps a, b, c fog settings
fixed swamp trees incorrectly baked imposters
bandit town biome mask transfer tweaks
swamps biome mask transfer tweaks
Added new door
Various visual tweaks to the fog
Fixed chair pivots
Fixed dredge mesh and colliders
alternative red door for bandit town
Wooden chairs prefabs/LOD/col
swamps sulfur spawners, new fog script added to scenes
Added dead log spawners to swamps for wood
swamp hero trees final models/colliders/prefab setup + billboards
Changed fog volume renderer default mode to exp; updated main camera prefab
Bandit town painted building topology