branchrust_reboot/main/nuclear_missile_silocancel
416 Commits over 273 Days - 0.06cph!
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
Taller terrain triggers near the chute hatch as a potential fix for terrain violation
Scene2prefab
Fixed a collider that was causing glitchy movement
Replaced elevator sign on floor -2 with an exit sign
Scene2prefab
Disabled mesh compression on some NMS meshes that still had it
Another attempt at fixing a show bug naer the computer room
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.
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
Fixed wrong floor sound on level -3
Made two shelves slightly bigger to accomadodate the loot crates / sligthly tweaked their spawn point location
Scene2prefab
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
nuclear_missile_silo/flyby
Improved death screen info if killed by silo hatch damage trigger
merge from nuclear_missile_silo/flyby
merge from nuclear_missile_silo/flyby
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.
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
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
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
Tweaked navmesh obstacle along fence and moved an AI move point.
s2p.
applied the recent crate/spawn local scene changes to the AI prefab to keep it synched
Increased and squared navmesh bounds to fix navmesh generation issues when monument is rotated.
s2p.
Improved ring road path interest point handling
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
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
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.
Turn off DDraw lines by default
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 );
NMS menu background video
Fixed issues with trace hits at the ray origin
Fixed inverted turnLeft calculation
Minor Bradley obstacle avoidance tweaks
General Bradley obstacle avoidance improvements
Improved how Bradley reverses out of being stuck on an obstacle
fixed double loot spawn
fixed elite/diesel/keycard spawns
Tweaked NMS height map to fix floating props near one of the gates on certain seeds
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Updated ext fence signs to new prefabs. Fixed position errors
NMS S2P
Added some more detail to the error message when SubCategoryIntoContainer reaches the "this should never happen!" point
Added fence variant signs_generic prefabs - includes a backface + collisions for usage on wired fencing
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Disable the knock option on the silo hatch and elevator doors (cleared the knock effect variable)
S2P
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
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