Removed panel red lights fade out and back in when they are used, makes the blocker counters look a little better.
Made blocker screens not flicker anymore and half as transparant.
Flashing lights when book deploys now flash half as slow but the entire time the book is out
Made Building 2 map screen in conference rooms not flicker anymore and half as transparant.
Added visregions to all wall viewer screens in observation rooms to help with age lag
Reduced static opacity for observer rooms and nexi
Fixed the Green Button animations for both panels
Fixed bug with when the green buttons were supposed to be able to be clicked
This tosses several obsolete items from the Uru credits journal. Namely,
all references to Bink, Boost, "Burn You Up, Burn You Down!", and AEGIA
PhysX. Also updates the open source license section to current.
[Gen Phys - clkDoorOpenExt] Adjusted transform due to doors moving locations
[Gen Phys - clkDoorOpenInt] Adjusted transform due to doors moving locations
[ATC Anim - Door_Left_close_anim_0] New keyframes setup for doors
[ATC Anim - Door_Left_open_anim_1] New keyframes setup for doors
[ATC Anim - Door_Right_close_anim_0] New keyframes setup for doors
[ATC Anim - Door_Right_open_anim_1] New keyframes setup for doors
Garrison_District_grsnWallRoomClimbingPhys.prp
[Gen Phys - cliimbTrigger02] Mass set to 1, Top z verts raised to 1.004989982 from 0.6049900055
[Gen Phys - cliimbTrigger03] Mass set to 1, Top z verts raised to 1.004989982 from 0.6049900055
[Gen Phys - cliimbTrigger04] Mass set to 1, Top z verts raised to 1.004989982 from 0.6049900055
[Gen Phys - cliimbTrigger1] Mass set to 1, Top z verts raised to 1.004989982 from 0.6049900055
[Gen Phys - nChairClickablesBox] enlarged the region as it was too small and caused issues with upcoming physx changes.
[Gen Phys - wall_blocker_medium] Lowered the top of the blocker so that your avatar couldnt climb up onto the stonework at the top of the wall. Was sometimes possible to climb over blockers where it was previously
[Gen Phys - wall_blocker_medium01] Lowered the top of the blocker so that your avatar couldnt climb up onto the stonework at the top of the wall. Was sometimes possible to climb over blockers where it was previously
[Gen Phys - YouWinBoxN] Shortened sides as you could hit the region through a blocker and trigger a win
[Gen Phys - YouWinBoxS] Shortened sides as you could hit the region through a blocker and trigger a win
Garrison_District_Textures.prp
[MipMap - TrnCtrControlRoom01_BackWall01_LIGHTMAPGEN_mip_DX] Changed to use lightmap from ABM as it had a better shadow - Fix by Ehren
[MipMap - TrnCtrControlRoom01_Floor01_LIGHTMAPGEN_mip_DX] Changed to use lightmap from ABM as it had a better shadow - Fix by Ehren
[MipMap - TrnCtrControlRoom01_SupportBracket07_LIGHTMAPGEN_mip_DX] Changed to use lightmap from ABM as it had a better shadow - Fix by Ehren
Garrison_District_NexusWhiteRoom.prp
[Scene Object - TriggerNoClimbRegion] Removed from modifiers - plSimpleRegionSensor "AvatarClimbTrigger02 - 04"
[Simple Region Sensor - AvatarClimbTrigger02] Deleted
[Simple Region Sensor - AvatarClimbTrigger03] Deleted
[Simple Region Sensor - AvatarClimbTrigger04] Deleted
Garrison_District_NexusBlackRoom.prp
[Scene Object - Black_TriggerNoClimb] Removed from modifiers - plSimpleRegionSensor "AvatarClimbTrigger02 - 04"
[Simple Region Sensor - AvatarClimbTrigger02] Deleted
[Simple Region Sensor - AvatarClimbTrigger03] Deleted
[Simple Region Sensor - AvatarClimbTrigger04] Deleted
Co-authored-by: EhrenCG <EhrenCG@hotmail.com>