branchrust_reboot/main/excavator_fixescancel
45 Commits over 0 Days - ∞cph!
Backup lights aren't white when off.
Lights turn off during daytime.
Cleaned some disabled leftover clutter.
Added a PainSource to the first and second rubble drops when engaged.
Fixed some yawer light LODs not being dynamic.
Excavator sounds (WIP but mostly complete)
Fixed any potential NREs in LightGroupAtTime
Manifest & related excavator files.
Various other small stuff.
Scene & prefabbery.
Illuminated control panels.
Emissive for powered control panel.
Better cabin and headlights.
Various other stuff.
Better culling distances on the topside.
Remaining statics.
Cull distance pass.
Fixed ToBaseEntity not falling back to GetComponent if called on a child object of an entity instead of the root object
Force triggers do not apply to corpses (fucks them up)
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OBB blocker tweaks
Reduced radiation volume
Loot spawns no longer block AI
Slightly reduced navmesh size
Scene2Prefab
Scene backup.
Fixed GPU instancing being off on all excavator mats.
New backup lights & lighting prefab wip.
Added "Update Game Manifest (Fast)" which doesn't do PreparePrefab and all that slow stuff (useful when all you did was add a new prefab)
Added platform.force and platform.exclusion test entities
Player inherited velocity is networked
TriggerForce takes a velocity to work towards instead of continuously applying a force (seems to be the only way to get sane results)
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Added "moving" flag to model state, don't play walk animation when false (hack for excavator belts)
Excavator belt trigger adjustments
Merge from force_triggers
reduced building block size
Removed Ocean topology from excavator