Updated to latest LethalLevelLoader and other dependencies
The Sauna room always has a light now and improved lighting
Pool water added to the main pool and fixed the pool water in the bridges room
Water in the main pool room is sinkable / drownable and will hinder the players movement. Other knee high water areas will no longer hinder the players movement
Reduced dungeon generation path size which should improve loot distribution
Reduced the number of bathrooms spawned
Removed extra stalls in female bathroom for gameplay reasons
Reduced package size by enabling crunch and ensuring textures stay at max 512
Assigned surface tags to walkable surfaces for tiles, metal, and wood so proper footstep sounds play now
Bathroom toilets are now the same as the ship toilets and are also flushable like the ship toilets
The pool ball is now kickable
Version 0.1.22
Update for LethalLevelLoader API updates
Version 0.1.21
Size increase and details pass on the entrance
Updated to the latest versions of support libraries (LethalLevelLoader, LethalLib)
Fixed some misaligned vents
Fixed some nav mesh in the walls of the wave room...
Version 0.1.20
Overall dungeon size reduction
Fire exits added to more tiles
Upped to Evaisa 0.15.0
Version 0.1.19
Fix for spraypaint by @drako1245
Fix for water hindrance by @drako1245
Version 0.1.18
Art improvement for the entrance
Long lockers will no longer always have an openable locker door
AI pathing improvements and fixes
Fire exits will now only show up in a couple "room" types, no tunnels
Loot distribution changes
Version 0.1.17
Added collision to the props and trusses above the wave room, and it isn't so safe up there anymore...
Pool lights turn red when pulling the apparatus
Added some more extra/random details
New long room
Version 0.1.16
Changed "all", "custom", "modded", and "vanilla" configMoons to use dynamicLevelTagsList which should fixing the interior spawning on Custom moons
More art details
Reduced the dungeon main path length and branching lengths a bit
Detecting teleports out of water and stopping the water splashing behavior when noticed
Added radar rendering blockers on hallway blockers and to mask out 4 way and labyrinth non-traversable areas
Version 0.1.15
Truss details added to all large rooms
Details pass in locker rooms
Connections will now be generated between rooms more often
General generation tweaking based on feedback and testing
Version 0.1.14
Updated LLL dependency to 1.1.6
Minimum value of MaxGenerationScale set to 1.0
Added a Nav mesh obstacle component with carve to all tile blockers just in case two rooms are close enough that nav mesh would be generated between them
Version 0.1.13
Wet floor sign scrap
Bathrooms
Pool Area art and design pass
New Labyrinth tunnel room type
Version 0.1.12
Pool Rooms will now defer to Lethal Level Loaders moon configuration by default (generateAutomaticConfigurationOptions). You can turn this off by setting UsePoolRoomsMoonsConfig to true.
Pool Rooms configuration now supports "Custom" moons. You can still name them individually if you choose but you can include "Custom:100" for example in the comma sep list and it will tell Lethal Level Loader to add all custom moons with a weight of 100. The "All" identifier has had "Custom" added to it as well so by default the mod adds all vanilla moons and now all custom moons.
Version 0.1.11
Hopeful fix for the incompatibility with LethalThings (Index out of range exception)
Added tuning for the Interiors custom scrap. Can now set each scraps weight, if it shows up at all, and if it should show up in all maps not just PoolRooms
Version 0.1.10
Added a bit of extra room depth to the entrance outward from the entrance door so other rooms wont be generated on the other side of the entrance door
All prefabs are now setup to be fixed by LethalLevelLoader instead of my own scripts, not including RandomMapObject spawners
Improvements to level weight parsing from config
Dungeon fire escape counts are handled by LethalLevelLoader now
Improvements to setting up item groups for scrap and adding the custom items
Version 0.1.9
Setting Dungeon min / max to default clamped 1.0 to 2.5 respectively.
Version 0.1.8
Fixed sounds playing everywhere
Version 0.1.7
Fixed splashing sounds playing outside of the facility if teleporting from a fire escape while standing in water
Reduced the volume on splashing sounds
Fixed fire escape teleport triggers not properly aligned to the doors
Added controlling the Min and Max scale applied to the dungeon generation. Defaults to 1.0
Version 0.1.6
Hopeful fix for the console spam
Version 0.1.5
Fix for incorrect LethalLevelLoader version in the manifest
Version 0.1.4
Thunderstore Release
Version 0.1.3
Initial Thunderstore release
Now using Lethal Level Loader
Highly customizable settings for which moons to show Pool Rooms
First appearance dungeon music
General Tweaks and fixes
Version 0.1.2
Sauna room end cap room will show up off of locker rooms
The apparatus room will always have doors to it giving an even higher chance of a locked door
More tweaks to the generation
Version 0.1.1
Pit fall / Mechanical room now has geometry and a proper skill testing jump to make. No textures yet but they are coming.
General tuning to try and push the fire exit more into the level
Version 0.1.0
The plugin has reached a pretty far stage of development and just needs polish now.
Added player water interaction. As the player moves through water rooms they make splashes and wading sounds and particles to show their movement.
Numerous bug fixes and improvements during testing
Added lockers to blocked paths in the pump room. The room itself is getting an art pass next.