branchrust_reboot/main/nuclear_missile_silocancel

416 Commits over 273 Days - 0.06cph!

1 Year Ago
Added tiles cube 08 Fixed a few floating props Disabled ext fluro distant flares (render issues) Fixed portacabin building door blocking los of hatch button Hidden bathroom S2P
1 Year Ago
Topside lighting mods to facilitate house changes WIP
1 Year Ago
Fixed red spinner light in the warhead room bleeding through walls Fixed leaking elevator light at longer distances Fixed exterior building roofs having their HLOD covered in snow Attempt at fixing terrain violation near the exit when using vehicles / made the ground collider thicker and moved the terrain trigger Attempt at fixing holes in terrain near the hatch at certain seeds Painted Decor topology in the base to prevent trees and logs from spawning too close to the fence Scene2prefab
1 Year Ago
Added cables to the warhead room connecting the nuke to the laptop and computer cabinets Tweaked LOD distances on the warhead as it was never culling Fixed one of the warhead room lights disappearing too quickly causing shadows to pop-in Scene2prefab
1 Year Ago
merge from ai_aboveground
1 Year Ago
Disable above ground spawners for now.
1 Year Ago
Enable force collect terrain for navmesh. Scene. s2p.
1 Year Ago
merge from ai_aboveground
1 Year Ago
Scientist NVGM tweaks
1 Year Ago
Manifest + codegen
1 Year Ago
Added NVG Scientist avatar image for death screen. Updated prefab info.
1 Year Ago
Topside adjustments for the new cabin interior. S2P
1 Year Ago
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1 Year Ago
Fixed bad positioning on the distance flare.
1 Year Ago
Various final fixes.
1 Year Ago
Fixed blocked door in one of the newly accessible buildings Scene2prefab
1 Year Ago
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
1 Year Ago
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1 Year Ago
New corridor lighting and some surrounding tweaks to facilitate
1 Year Ago
scene, s2p.
1 Year Ago
Expanded AI_MiddleMiddle AIZ to include new corridor area. Added move & cover point data. Updated AI prefab.
1 Year Ago
Enable NMS hatch hurt trigger only while the hatch is closing. S2P on NMS scene.
1 Year Ago
Add support to EntityFlag_Toggle for a "notFlag" - a flag that must NOT be set for the toggle to be on.
1 Year Ago
Cherry-pick 78925 - EntityFlag_Toggle Any/All feature
1 Year Ago
Updated AI prefab to point spawners to new NVG variant scientists
1 Year Ago
Added ScientistNPC_Roam_NVG_Variant variant prefab. Added an additional NVG loadout with LR300 to match other scientist possible loadouts.
1 Year Ago
merge from main
1 Year Ago
changed damage type and script on hatch to kill
1 Year Ago
disabled pile of crates that was left visible over burn pile S2P
1 Year Ago
fixed static security door shadow proxy mesh transform differing from visual mesh
1 Year Ago
Added HLOD to NMS scene S2P
1 Year Ago
added some HLOD tags to some props, tweak o some props distance culling
1 Year Ago
NV Scientist secondary light additions. Minor related mat tweaks.
1 Year Ago
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
1 Year Ago
Fixed NVScientist mask emissive not being like in the cinematic branch. Optimized some texture sizes and params.
1 Year Ago
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
1 Year Ago
network++
1 Year Ago
merge from main
1 Year Ago
Added hurt volume under the NMS hatch
1 Year Ago
NMS inaccurate hatch colliders fix
1 Year Ago
Fixed missing fire damage and heat triggers. NMS S2P
1 Year Ago
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
1 Year Ago
full manifest update
1 Year Ago
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
1 Year Ago
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
1 Year Ago
added more loops to warhead cones so they smooth nicer on LOD0
1 Year Ago
fixed elevator cabin button travel
1 Year Ago
Cherrypick 81122 to NMS. Fixes chair showing as mountable when it has no valid dismount.
1 Year Ago
Added UsesAsOffset bool to LerpBetweenPointsBool to force offsetPosLocal to actualy work as an offset (defaults to false to preserve old behaviour)
1 Year Ago
updated office elevator cabin call call buttons