branchrust_reboot/main/compound_monumentcancel
125 Commits over 61 Days - 0.09cph!
Rusty texture variant for compound scaffoldings
replaced emergency stairs with final prefabs
scene2prefab compound
Compound emergency stairs meshes/coliders/prefabs
compound shops and stations decals
scene2prefab compound
loading platforms final models/prefabs
bag o changes
scene2prefab compound
Improved hostility checks for Scientists.
static small water catcher and t2 bench
NPC turrets ignore NPCs when targeting.
Compound walls / added additional LOD level
compound terrain blend map tweak
big bag o changes
scene2prefab compound
Added scientist spawns and patrol prefab to level
Navmesh setup
Scene2Prefab compound
replaced vending machines to NPC vending machines in level
scene2prefab
compound vending machine baseline
Added clothsim awnings to the compound scene / tweaked no-stripe materials
sound player culling for awning
Awnings additonal stripe mask
extra awning prefabs
awnings placement in level
scene2prefab compound
extra color materials for awnings
Awnings final models/textures/prefabs
progress backup
wip loading platforms
Updated scientist spawns and patrol routes at Compound.
progress backup
final ground meshes
active sentries added in
compound scene2prefab
progress backup
compound scene2prefab
progress backup
compound scene2prefab
progress backup
compound scene2prefab
house ruins final models and colliders
Started on setting up the patrol routes on Scientist Compound using the new Waypoint system.
Added IsHostile marking on BasePlayer. Might move this into the Scientist Comm later for more localized IsHostile awareness.
scientist sentry turret prefab with hierarchy
compound perimeter walls placement
scene2prefab
Fixed gaps between compound walls
Deleted unused gate materials
Short compound wall lods/col/prefab
Compound gates LODs COL and prefabs / Fixed missing barbed wire material on compound walls
quick fix for the compound entrances, using gate + checkpoints
Compound walls LOD/COL/prefabs