branchrust_reboot/main/nuclear_missile_silocancel
416 Commits over 273 Days - 0.06cph!
Tweaked portacabin building ceiling material
Removed shadow casting on some exterior lights where they had little impact on the visuals
Scene2prefab
Scientist only move to one random spot when blinded.
Increased the duration variance.
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Move start gesture to the blinded state StateEnter.
Slightly vary blinded duration.
Changed flash blinded gesture to loop.
Clear gesture when leaving blinded state.
Added a randomiser to the blinded gesture
Fixed dwellers not being able to play gestures
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Moved flash blinded state to upperbody layer.
Added cinematic gestures directory.
Prevent NPC or cinematic gestures from ever appearing in the gesture wheel
Reduce HLOD swap distance to 200m for silo HLOD
Unsaved flash blinded setting
Scientsts play a blinded animation when hit by a flashbang (uses the gesture system to do a full body gesture, see Gesture.FlashBlinded)
Fixed the doors in the new corridor being flagged as security doors, which was breaking the navmesh.
s2p.
Fixed and old spawner and the new spawners linking to the wrong AIZ
exterior building reverb zones
remove music zones (fixes candy cave music playing inside the silo)
particle emission sounds for water drips and electric sparks
loot, ai, radiation setup
Renamed cameras
Moved missile camera
Added new camera to the warhead room
Ran HLOD and scene2prefab to include the radio tower changes
loot setup first pass
update NVG scientist to have more health, better loot
Radio tower / finished all LODs / collision / and tweaked ladder trigger
Increased BlindDurationMultiplier on NVG scientist variant so that they get blinded for longer.
Remove pooling from scientist nvg suit to resolve pooling errors (still needs more investigation for a better fix)
Apply BoneRetarget script to scientist nvg suit head lights
Apply BoneRetarget script to scientist nvg suit head lights
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
Added a hurt trigger to the underside of the hatch right above the rocket. S2P.
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
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
merge from ai_aboveground
merge from /nuclear_missile_silo/timer
Fixed material type on ext sign colliders.
NMS S2P
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
NMS MonumentIsland scene for testing
Added a ring of damage triggers around the edge of the NMS hatch that only activate when closed. NMS S2P.
merge from /nuclear_missile_silo/timer
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
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
Elevator cabin now uses LODGroup instead of RendererLOD to fix culling issues
Updated tooltip for notFlag to match the new behaviour
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.