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211 Commits over 31 Days - 0.28cph!
moved 150x200_05_90bend away from wall a little
Fishing vendor exchange sell order tweaks and NPC
S2P Fishing village
Moved about normal crate spawns in crew quarters
Adjusted flare on cabinets (removed)
Replaced pipe materials on all greeble prefabs
Fixed crew quarters first room blocking the way
Fixed some crew cabinets sticking out
Cherrypicking this morning's changes from main
Added metallic greeble texture variants
Polished the pipes textures
Loot pass on T2 / 3 puzzles
Remove red card spawn from module_1200x1200
Fixed two lab module edge cases:
- labs modules spawning inside eachother
- moonpool obstructed by modules spawning underneath
Tweaked train platform colliders to make it easier to jump onto the platforms while standing on the tracks
Underwater lab MaxCountIdentifier setup
fixed gear clutter decor lod popping too close
higher seating pos on toilet
Attempt at fixing z-flickering in bypass tunnels
Making an underwater labs .public and .security door prefab as entities don't seem to keep the value changes made on placed prefabs and default to their saved values when using the same door for both purposes in puzzles.
Updated all modules to display the right door accordingly
Manifest
Fixed fishing villages sometimes spawning inside harbors
Fixed fishing villages still sometimes spawning in the arctic biome
Added an additional vendor to fishing village
Created a separate door entity prefab for underwater labs - allows to use the metallic variant of the material
Fixed issue related to realmed remove /saving with puzzle doors
Added DungeonBaseLink.MaxCountIdentifier (modules with the same MaxCountIdentifier will share MaxCountLocal and MaxCountGlobal)
Submarine headlight parameter tweaks
Nixed some unused params from profile
Add layer-specific map markers for moon pools
Post profile to use within submarines
doorways in underwater labs use the new metallic cargoship door material
Metallic variant of the cargoship door
Set up map renderers for underwater labs (stomp these if you need to - they're set by a script)
Underwater base material tweaks
Made white panels metallic
Used higher quality masks for rust
Tweaked glossiness, specular and color and blend settings on a bunch of materials to make the scene less noisy and more consistent
Created some custom blend masks
added ammo flag to duo sub that ought to activate when torpedo ammunition isn't present
Needs to rotate
Added to Interface, between the console and the fuel gauge.
Updated sub prefab
added catfish, catfish skinned with lods and materials
Change labs ammunition crate loot definition - needs a balance pass
Reduced underwater lab spawn count
MinDistance increased
disabled drop to ground on the oil barrel spawns
added some radiation light to UnderwaterLab_Dwelling_600_Corner_A
disabling shadows on some lights that did
More agressive LOD distances on conditionals
reset dwelling prefabs transforms
updated kitchen furniture greybox for final art in modules and dwellings
material swapped shelves prefabs to use steel material
updated eye part of texture on fish and added scatter bits to normals
minor shark material/texture changes
More agressive LOD distances on modules
Disabled shadow casting on pipe greeble set
Shadow proxy meshes for the underwater labs and prefab setup
Temporarily disabled window film effect because submarine rotation breaks the subemitter chain for some unknown reason