branchrust_reboot/main/nuclear_missile_silocancel

416 Commits over 273 Days - 0.06cph!

9 Months Ago
Made radio tower ladder collider thinner Added an invisible blocker below the missile to prevent loot from falling down and becoming unreachable Added NoSunlight tag to underground volumes in the NMS to prevent sun from leaking inside on certain seeds Scene2prefab
9 Months Ago
merge from save 238
9 Months Ago
Merge from main
10 Months Ago
Merge from main
10 Months Ago
Taller terrain triggers near the chute hatch as a potential fix for terrain violation Scene2prefab
10 Months Ago
Merge from main
10 Months Ago
Fixed a collider that was causing glitchy movement Replaced elevator sign on floor -2 with an exit sign Scene2prefab
10 Months Ago
Disabled mesh compression on some NMS meshes that still had it
10 Months Ago
Another attempt at fixing a show bug naer the computer room
10 Months Ago
Fixed TriggerHurtNotChild users like vehicles and the NMS hatch showing "Killed by [blank] with a [thing]". Now if there's no player doing the killing, the thing is will appear in the Killed By field instead, with no blank fields shown.
10 Months Ago
Fixed wrong collider type on the rocket / changed it to metal instead of concrete Changed Terrain Anchor Placement Distance to 32 and generated new anchors Scene2prefab
10 Months Ago
Fixed wrong floor sound on level -3 Made two shelves slightly bigger to accomadodate the loot crates / sligthly tweaked their spawn point location Scene2prefab
10 Months Ago
Moved some corridors off the grid by 0.0002 to fix some strange shadow issues at Shadow Quality 1 Added a small geometry lip around the mesh to hide any gaps Scene2prefab
10 Months Ago
nuclear_missile_silo/flyby
10 Months Ago
Improved death screen info if killed by silo hatch damage trigger
10 Months Ago
merge from nuclear_missile_silo/flyby
10 Months Ago
merge from nuclear_missile_silo/flyby
10 Months Ago
Added NVG specific AI design. NVG scientists now use home-point anchored roaming. Reduced how often NVG scientists roam. NVG scientists can now use healing items.
10 Months Ago
Fixed z-fighting decal near computer room Slightly moved some loot position to fix clipping issues Tweaked the ladder trigger on watchtowers to prevent from climbing on the outside of the lader Scene2prefab
10 Months Ago
Set tunnel meshes inside the silo to cast two sided shadows to minimize light leaking through terrain Added a proximity reset timer to the hatch puzzle. The puzzle will reset after 30 seconds once player leaves the keycard area Added a more precise collider for the warhead room floor Scene2prefab
10 Months Ago
set door.hinged.NMS_green/grey/red prefabs isSecurityDoor to FALSE so that they don't respawn as security doors and cut the navmesh up when loading monument from a save file
10 Months Ago
merge from main
10 Months Ago
Tweaked navmesh obstacle along fence and moved an AI move point. s2p.
10 Months Ago
applied the recent crate/spawn local scene changes to the AI prefab to keep it synched
10 Months Ago
Increased and squared navmesh bounds to fix navmesh generation issues when monument is rotated. s2p.
10 Months Ago
Improved ring road path interest point handling
10 Months Ago
merge from main
10 Months Ago
Created a new wooden crate prefab variant in a military green colour Replaced the unlootable metal crates with the new wooden creates to avoid confusing players Replaced the open electric box prop with a different mesh because people thought it was interactable Created a new non-biome tinted material for the rocks inside the warhead room as they were looking off in certain biomes Moved the coffee table inside the admin office because it was blocking the path Tweaked LOD distances on the warhead room mesh because its last LOD was set to the same value as its culling distance Scene2prefab
10 Months Ago
Fixed z-fighting decals in the tunnel near the exit Fixed some floating props Made one of the decor boxes slightly smaller in one of the control rooms as it was blocking player movement when the door was open Moved a decor box near the exit as it was floating off the ground Tweaked wooden shelf position in onne of the exterior buildings as it was clipping through the door when it was opened Scene2prefab
10 Months Ago
If the path is a ring road, don't include both ends as nodes in the possible pathing list. When two path points are in the exact same spot, the Bradley pathing code gets confused and starts propagating NaN through everything, breaking pathing behaviour.
10 Months Ago
More powaa
10 Months Ago
Turn off DDraw lines by default
10 Months Ago
If a spherecast hits a collider inside the initial radius of the spherecast, it says the hit point is at the world origin, which is far from ideal. For Bradley obstacle avoidance, if the hit point is zero, replace it with hit.collider.ClosestPointOnBounds( obstacleRay.origin );
10 Months Ago
NMS menu background video
10 Months Ago
Fixed issues with trace hits at the ray origin
10 Months Ago
Fixed inverted turnLeft calculation
10 Months Ago
One more tweak
10 Months Ago
Minor Bradley obstacle avoidance tweaks
10 Months Ago
General Bradley obstacle avoidance improvements
10 Months Ago
Improved how Bradley reverses out of being stuck on an obstacle
10 Months Ago
fixed double loot spawn fixed elite/diesel/keycard spawns
10 Months Ago
Tweaked NMS height map to fix floating props near one of the gates on certain seeds
10 Months Ago
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10 Months Ago
Updated ext fence signs to new prefabs. Fixed position errors NMS S2P
10 Months Ago
Added some more detail to the error message when SubCategoryIntoContainer reaches the "this should never happen!" point
10 Months Ago
Added fence variant signs_generic prefabs - includes a backface + collisions for usage on wired fencing
10 Months Ago
▊▇▍▌▉ ▋▅▋▊▇▉▉▅▉▍▄▉▅▄█▆▌ -> ▌▋▋
10 Months Ago
Disable the knock option on the silo hatch and elevator doors (cleared the knock effect variable) S2P
10 Months Ago
Attempt to fix exit meshes disappearing before HLOD kicks in Moved one of the watchtower lights and disabled shadows on it because it was constantly breaking Reduced distance on one of the lights in the connecting room because it was leaking into the warhead room in some odd edge cases Scene2Prefab
10 Months Ago
Reenabled light occludee scripts on all interior lights because sometimes culling volumes don't remove them properly Lowered distances on all interior lights Tweaked bias settings on lights in the warhead room Added LightLOD scripts to a few shadowed lights that were missing them Disabled shadows on a few lights Fixed broken shadow proxy on one of the pipes Scene2prefab