branchrust_reboot/main/nuclear_missile_silocancel
409 Commits over 273 Days - 0.06cph!
Finished splitting off all large culling volumes
Scene2prefab
Fixed terrain poking through garage door
Added road connection near garage door
Scene2prefab
Reworked button house to have a new worklight providing focus on the hatch button
Zeroed prefab coords because OCD
Worklight_single prefab setup
Tweaks to the worklight emissive.
Texture optimizations.
Split off even more room into smaller culling volumes
Scene2prefab
Added emissive text to some computer cabinets
Final'ish sans new worklights.
changed warhead to render lod, added single and triple work lights, set up prefabs on them
Fixes. 1 less shadow caster.
Made ladder volumes on watchtowers slightly smaller
Moved the vent shafts in computer room to prevent players from getting stuck
Replaced the static oil barell props to prevent confusion
Added exterior light prefab to the scene
Scene2prefab
Culling volume progress / moved pivot points to correct locations to prevent bounding boxes becoming too big
Fixed missing colliders on nuclear_missile_silo_room_o
Scene2Prefab
Silo map marker
Silo no longer spawns in T0 and
Added mounds underneath buildings to hide light leaking
Moved aircon pipes inside one of the houses
Increased shadowproxy culling distance on sandbags to reduce shadow pop-in
Organized NMS tunnel network into smaller groups and added culling volumes
Scene2Prefab
Changed metal bunk beds to use RendererLOD instead of LODGroup to cull properly
Split elevator rooms into smaller meshes
added worklights_triple , set up material, collision , prefab
Fixed broken bounce lights when using the elevator
Some tweaks and fixes to lighting / replaced one of the door lights with cold one / added bounce lights near rocket fumes
Scene2prefab
Improved collider at the bottom of the chute to help with movement
Added new door prefabs that match the colors of the NMS and replaced the old ones in the level
Fixed door positions to prevent clipping when opening them
Portacabin building dressing
Tunnel exit garage LODs/COL/prefab
Scene2prefab
Placed radio tower and watchtower prefabs in the scene
Scene2prefab
Metal watchtower progress
worklights greyboxes for @petur https://files.facepunch.com/mattisaac/1b0311b1/XAyAmWeQfL.png
nuclear missile silo sounds
nuclear missile silo ambience and reverb zones
scene2prefab
Portacabin roof tweaks
Radio tower progress
Scene2prefab
Small lighting prefab fix.
Warhead area lighting tweaks.
Warhead emissive wrap clamped against MIP bleed.
Tweak on warhead material emissive and AO params.
Texture size optimizations.
nuclear_warhead model, materials, collision, created rough prefab. Textures currently set to 4k but can be set to 2k
Unlinked some fluor lights from the prefab because they are all so custom anyway and I want to fiddle with the base prefabs later without breaking this stuff.
Remaining lighting prefab tweaks from the list.
Adjusted LOD distances with future cull volumes in mind.
Fixed file_cabinet_b's broken shadow proxy.
More splat work
Heightmap tweaks
Moved the hatch button
Scene2prefab
Finished all portacabin roof variants