branchrust_reboot/main/nuclear_missile_silocancel
409 Commits over 273 Days - 0.06cph!
Disable above ground spawners for now.
Enable force collect terrain for navmesh.
Scene.
s2p.
merge from ai_aboveground
Added NVG Scientist avatar image for death screen. Updated prefab info.
Topside adjustments for the new cabin interior.
S2P
Fixed bad positioning on the distance flare.
Fixed blocked door in one of the newly accessible buildings
Scene2prefab
Opened up the exterior buildings a bit more and added dressing to the now accessible rooms
Tweaked portacabin materials to make the stand out a bit more from arctic ones
Added vinyl floor texture
New corridor lighting and some surrounding tweaks to facilitate
Expanded AI_MiddleMiddle AIZ to include new corridor area.
Added move & cover point data.
Updated AI prefab.
Enable NMS hatch hurt trigger only while the hatch is closing. S2P on NMS scene.
Add support to EntityFlag_Toggle for a "notFlag" - a flag that must NOT be set for the toggle to be on.
Cherry-pick
78925 - EntityFlag_Toggle Any/All feature
Updated AI prefab to point spawners to new NVG variant scientists
Added ScientistNPC_Roam_NVG_Variant variant prefab.
Added an additional NVG loadout with LR300 to match other scientist possible loadouts.
changed damage type and script on hatch to kill
disabled pile of crates that was left visible over burn pile
S2P
fixed static security door shadow proxy mesh transform differing from visual mesh
Added HLOD to NMS scene
S2P
added some HLOD tags to some props, tweak o some props distance culling
NV Scientist secondary light additions.
Minor related mat tweaks.
Added a connecting room between the airlock and admin office to make the level a bit less linear
Made an attempt at fixing terrain violation near the exit
Fixed NVScientist mask emissive not being like in the cinematic branch.
Optimized some texture sizes and params.
Finished adding interior lights to culling volumes
Opened up one of the hangars and addded dressing
Added minor dressing to the exterior
Fixed "missing level of detail" error message by removing static foliage from a list of culled objects
Slightly tweaked the NMS postprocess
Scene2prefab
Added hurt volume under the NMS hatch
NMS inaccurate hatch colliders fix
Fixed missing fire damage and heat triggers.
NMS S2P
Splat tweaks in an attempt to make the paths within the monument more readable
Attempt at fixing water disappearing when leaving terrain triggers
Blocked off parts of the hatch mechanism with invisible blockers to prevent players from jumping inside the gap while it's opening where they could get stuck
Added a terrain trigger to the bottom of the hatch mechanism just in case they happen to go in
Scene2prefab
Repainted the blend map in an attempt to fix floating objects and gaps in rocks near the edges of the monument
Painted terrain alpha near the closed off entrance to the bunker to fix terrain poking through it
Shifted some objects that were floating
Moved terrain trigger near the NMS exit. This should hopefully stop players from getting killed by the terrain
Scene2prefab
Moved fences near one of the houses to allow for players passing through
Deleted z-fighting decal in the office room
Made one of the exit door static and added some props around it to make it clear it does not open
added more loops to warhead cones so they smooth nicer on LOD0
fixed elevator cabin button travel
Cherrypick
81122 to NMS. Fixes chair showing as mountable when it has no valid dismount.
Added UsesAsOffset bool to LerpBetweenPointsBool to force offsetPosLocal to actualy work as an offset (defaults to false to preserve old behaviour)
updated office elevator cabin call call buttons
Added a detailed exterior culling volume / this will cull the exterior of silo when you are inside the tunnels
Updated elevator cabin mesh to support the new buttons
Moved a few props that you could get stuck on
Moved ground_junk_straight_b and ground_junk_straight_c props to the caboose folder since those prefabs were made specifically for the Caboose and didn't work with culling volumes due to using LODGroup
Created new variants of the ground_junk_straight_b and c and added RendererLOD to them
Replaced the old prefabs in the scene with the new ones
Replaced some other props that used LODGroup
Scene2prefab
Tweaked radio tower mesh
Added ladder trigger to the radio tower
Scene2prefab
Tweaks to the underground lighting.
New worklight fixture to further highlight the warhead + surrounding tweaks.
Disabled all light occludees because cull volumes handle it.
Blanket increased light LOD distances also because the cull volumes will handle that.
Changed bulletin board glass material to a decal to fix lighting glitches