branchrust_reboot/main/nuclear_missile_silocancel

416 Commits over 273 Days - 0.06cph!

1 Year Ago
Tweaked portacabin building ceiling material Removed shadow casting on some exterior lights where they had little impact on the visuals Scene2prefab
1 Year Ago
Scientist only move to one random spot when blinded. Increased the duration variance.
1 Year Ago
▊▍▄▊▍▅▌ ▉▉▅ ▆▆▆▊▍▌▋▇▊▉▇▋▊▆▌▋ ▄▅▋▇▉▆ ██ ▍▆▉█ ▊█▄▉ ▉▍▍▌ '▉▆█▍▆'
1 Year Ago
merge from main
1 Year Ago
Fix compilation re DDraw
1 Year Ago
Move start gesture to the blinded state StateEnter. Slightly vary blinded duration.
1 Year Ago
Changed flash blinded gesture to loop. Clear gesture when leaving blinded state.
1 Year Ago
Added a randomiser to the blinded gesture Fixed dwellers not being able to play gestures
1 Year Ago
▆▆▍▆▋ ▅▊▉▉▆█▋▆▇▋▌▄█▅▇▅▌ -> ▍▊▇█▆▆▆ ▉▊▍▍▄▇▉ ▇▉▍▇
1 Year Ago
Moved flash blinded state to upperbody layer. Added cinematic gestures directory.
1 Year Ago
Prevent NPC or cinematic gestures from ever appearing in the gesture wheel
1 Year Ago
Reduce HLOD swap distance to 200m for silo HLOD
1 Year Ago
Unsaved flash blinded setting
1 Year Ago
Scientsts play a blinded animation when hit by a flashbang (uses the gesture system to do a full body gesture, see Gesture.FlashBlinded)
1 Year Ago
Fixed the doors in the new corridor being flagged as security doors, which was breaking the navmesh. s2p.
1 Year Ago
s2p
1 Year Ago
Fixed and old spawner and the new spawners linking to the wrong AIZ
1 Year Ago
exterior building reverb zones remove music zones (fixes candy cave music playing inside the silo)
1 Year Ago
particle emission sounds for water drips and electric sparks
1 Year Ago
loot, ai, radiation setup
1 Year Ago
Renamed cameras Moved missile camera Added new camera to the warhead room Ran HLOD and scene2prefab to include the radio tower changes
1 Year Ago
missing files
1 Year Ago
loot setup first pass update NVG scientist to have more health, better loot
1 Year Ago
Radio tower / finished all LODs / collision / and tweaked ladder trigger
1 Year Ago
merge from main
1 Year Ago
Increased BlindDurationMultiplier on NVG scientist variant so that they get blinded for longer.
1 Year Ago
removed unnecessary cast
1 Year Ago
merge from ai_blind
1 Year Ago
merge from main
1 Year Ago
Remove pooling from scientist nvg suit to resolve pooling errors (still needs more investigation for a better fix)
1 Year Ago
Apply BoneRetarget script to scientist nvg suit head lights
1 Year Ago
Apply BoneRetarget script to scientist nvg suit head lights
1 Year Ago
Fixed elevator button not opening the doors at a given floor if you press the corresponding button while the elevator is idling at that floor
1 Year Ago
Added a hurt trigger to the underside of the hatch right above the rocket. S2P.
1 Year Ago
Updated names of the CCTV cameras Added new camera that allows you to see the exit from a different angle Added interior lights to some exterior buildings Added light poles near chainlink gates to further highlight the entry points at night Added a light near the exit to help with CCTVs at night Scene2prefab
1 Year Ago
biweekly fix
1 Year Ago
Updated exit puzzle to require only a button Moved keycard reader to the top and tied it to opening the bunker hatch Added a new CCTV camera pointing at the exit Added a static computer station to the security room (needs some improvements) Created a new material for the small mesh paths that looks less repetitive and intense Reorganized exterior lighting and added Light Group At Time script to disable some lights during daylight Scene2prefab
1 Year Ago
merge from ai_aboveground
1 Year Ago
merge from /nuclear_missile_silo/timer
1 Year Ago
Fixed material type on ext sign colliders. NMS S2P
1 Year Ago
Updated a few props to use RenderLOD Added signs_generic_backface texture for signage used on fences Applied backface material to existing nms fence signage + added collisions NMS S2P
1 Year Ago
NMS MonumentIsland scene for testing
1 Year Ago
Added a ring of damage triggers around the edge of the NMS hatch that only activate when closed. NMS S2P.
1 Year Ago
merge from /nuclear_missile_silo/timer
1 Year Ago
Added small geometry paths within the base to make them clear on all all seeds regardless of splat Tweaked the Building topology and painted it under the watchtowers Scene2prefab
1 Year Ago
Changed the layer of one of the lights used in NMS to Default instead of World to stop emissive from blowing up the cubemaps when walking inside portacabin buildings
1 Year Ago
Elevator cabin now uses LODGroup instead of RendererLOD to fix culling issues
1 Year Ago
Updated tooltip for notFlag to match the new behaviour
1 Year Ago
Use HasAny instead of HasFlag for the new notFlag check in EntityFlag_Toggle. It turns out the answer to "does something with no flags set have a flag which is no flags set?" is YES.