branchrust_reboot/main/dungeon_art_3/natural_cavescancel
103 Commits over 30 Days - 0.14cph!
caves dressing cont'd
rockwall ladder/climbing mesh/prefab
temporary lava decal prefab
cave_small_medium base files
backup current terrain files and splats
cave_small_medium layout
3 extra cave blocks to add granularity
cave_small_hard layout and files
water visibility trigger debug code
fixed a couple of bugs in cave blocks
adjusted killing spikes rates for a total kill upon fall
updated the spawn amount of caves
adding cave_medium_easy layout and files
cave_medium_easy terrain trigger fix at exit2
added more headspace for a jump in canyon room
adding cave_medium_medium layout and files
adjustments to cave_well_c room jump
Adding cave_medium_hard layout and files
Updated all caves scenes
Activated water vis trigger in edit mode only, for testing purposes
Fixed tick collision issue properly
Need to be able to test the caves for now underwater
Modifications to a timber mine tunnel block
layout updates on some cave rooms
fixes to some cave rooms, new cave block corner_up
Adding cave_large_hard files wip
Cave_large_hard end
Adding Cave_large_sewers_hard files wip
model grid tweaks
adding cave_large_medium files wip
fixed a hole in timber mine block T junction
layout improvements cave_large_medium
Made beam jumping puzzles easier
Fixed several blockers, jump shortcuts
backup
beam puzzles a notch easier
Improved bucket design to not clip with player's camera
Made animation less choppy - got boring after a while
Cave_small_easy entrance rubberbanding fix
Cave_small_medium layout rework
Adding a 0.5m padding to building allowed zones in caves to allow for slight construction angles and alignment error
progress, prevent building volumes outside caves
Bunker rooms dressing scene for prefabs
timber mine prefabs have their own prevent_building volumes
sewer tunnels and rooms prefabs have their own prevent_building volumes