108,639 Commits over 3,867 Days - 1.17cph!
Further improvements for the hurt filter
craggy debug biome painting
climate color grading improvements
Prefab and scene updates for transitional pieces (doors)
Added transitional pieces (doors)
Merge from voiceprops/dlc
wip water treatment plant ai
If audio output is set to something other than stereo only pass the first two channels (L/R) into the encoder
Added AudioInterceptComponent.debugChannels to print out audio info
Added 45 and 90 degree corner tubes to underwater labs
Fixed dungeon block volumes in 45 degree corner tube prefabs
Added more underwater labs to dungeon_base_test scene
Updated cinematic anim controller + avatar.
Added dialogue clip.
Hatch tube 45 and 90 degree left and right variants, including convex volumes and prefabs
Roughly keep track of peak audio level to better handle differing volume between stations, or Unity's thing of including the volume level falloff from distance in the data
Merge from voiceprops/dlc
Merge from voiceprops/dlc
Make laser beam update a work queue and clamp its allowed time
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merge from 360_stairwell_fixes_2
Merge from voiceprops/dlc
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Merge from voiceprops/dlc
Added a voice props volume slider (affects boom boxes and recorded cassettes)
Ensure BaseEntity exists on BoomBox when changing flags
Larger, milder noise for the radiation effect until we get the proper noise effect in.
Various tweaks to arid & temp biome grading for blue cast mitigation in the shade.
Small sky dome tweaks for the above.
Hurt overlay vignette fix
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Possible fix for the hurt overlay being excessively blinding at certain facing and lighting conditions
Remove corridor tubes that don't lead to any rooms
Increased probability of tube pieces to stretch out underwater labs a bit more
Made module volumes thinner
Moonpool shared prefab - contains water surface, volume and effects
Moonpool specific water carving volume mesh 'volume_1200x1500_moonpool'
Removed previous volume test mesh
merge from /player eyes gesture fix
Disable rotation on sound light since it has no valid placement and confusing
Reduced boombox condition loss
Added detailed volume triggers to all underwater lab segments (initial version for testing purposes, some tube_50 volume triggers are still missing)
Water carving now uses the exact shape of the player capsule collider everywhere rather than approximating some things with the axis-aligned (!) bounding box
Disabled autocrouch when swimming / admin flying since it would glitch out the capsule collider when swimming underneath something with a water carving volume
Environment volumes now allow using a custom collider (like a mesh collider) for their trigger (any custom collider on the game object will be used, if there is none the default box collider will be added)
Underwater lab monument prefabs are no longer using Scene2Prefab