branchrust_reboot/main/nuclear_missile_silocancel
416 Commits over 273 Days - 0.06cph!
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
Topside lighting mods to facilitate house changes WIP
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
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
merge from ai_aboveground
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