branchrust_reboot/main/save248cancel
96 Commits over 31 Days - 0.13cph!
Merged topology/build zone fixes
S2P harbor_1 and harbor_2
Enabled IsDynamic on crane rope ladder prefab (so it persists through entity save / load)
S2P harbor_1 and harbor_2
Merge from main (needs S2P, see next commit)
Ticked IsDynamic on rope ladder of the harbor1 crane
S2P
Rebaked AO on the crane to make the inside slightly brighter
Harbor 1 and Harbor 2 scene2prefab
Slightly tweaked the prevent movement volume in habor_crane_base to make moveemnt smoother
Tweaked the collider on crane_tower_hydraulic_cylinder_bottom to prevent player from getting stuck
Harbor 1 docking path set topology
Blocked two windows in harbor_1 with plywood to prevent players from looking inside the new buildings
Scene2prefab
Harbor 1 / Harbor 2 scene2prefab
Slightly moved one lootbarrel to prevent it from clipping with a crane
Added prevent movement volumes to all crane staircases
added missing fishing net collider to harbor2 floating containers area
tweaked albedo for better lod popping
snow variants for checkpoint prefabs - was an outlier with roads having snow variants
updated collision to fit the model
removed erroneous screen mesh, set cctv desk to world layer
revised draw distances down and set layer to world for cctvmicrophone, phone, cctv controls, notepad
resized cctv controls texture to 1024
updated digital phone, cctv controller and mic textures, moved mesh lod script to child in each prefab, updated cctv desk textures
lower reach for industrial buildings environment volumes on the ground floor in a bid to keep ground prefabs snow free inside
fixed roads prefabs snowy variants LOD2 using temperate materials
matched snowy roads color with snow splat
Harbor1: added a ladder volume on a container that should be climbable
Harbor1: removed weird islet on the side
enabled read/write on the sat tube convex mesh environment volumes
Added environment volumes to loot rooms in oilrigs to prevent snowy props indoors
Added environment volumes to portacabins to prevent snowy props in them
fixed floating barrel in small rig
Reverted mesh lod changes :)
Ensure mesh renderer exists before setting LOD shadow casting mode
Added boolean to allow cargo to dock to any harbor that it comes across
Allow repeat docking command
Added debug commands to dump cargo current state
command to print harbor indexes and positions
debug docking is now a server var
Harbor 1 and 2 scene to prefab to account for crane color changes
Made crane_dynamic_rotate and crane_static blue to differentiate them from pickup cranes
Tweaked colors of the Kargo decal
Added padding to the cargo decal to get rid of a bright halo against dark surfaces
Fixed redcard and bluecard doors gaps in small rig
accidentaly placed crates on a cover spot, removed the crates
removed defending spot under cctv room doors to prevent AI scientists snafu
fixed zfighting on cctv room desk paper
fixed new rooms layers - now set to world
Fixed incorrect material inside cargoship interior