branchrust_reboot/main/workbench_upgradescancel
86 Commits over 31 Days - 0.12cph!
Setup engineering bench filler/item visuals
restore wb2 placement mesh ref
Hook up t2 filler/upgrade item links
Initial filler visuals implementation
Apply similar rounding to recycle bin effect as the recycler, to calculate nice chance of refund
Entities can now block item moves client side before checking with server.
Override for workbench, check client-side for deployables blocking slots too, show error toast if can't insert upgrade because of this.
Setup clearance for io tablle
Tidy up upgrade icon display in workbench vital now we've got human-made icons
Merge from hierachy_optim
Remove unintended antivehicle damage scaling
Disable colliders on comfort/accelerated visuals.
Add test save with all benches maxed out.
Add support for upto 10 upgrade icons in the vital panel at once. Now expands to two icon rows if needed.
Set workbench slots to 10 for now until we decide fore sure - easier testing/visuals
Setup remaining item->visual links
Merge from industrial_crafter
Set item ownership for bonus items
Efficiency workbench upgrade now creates bonus item with the same skin as the source item.
Implement surplus upgrade.
Fix empty tooltip for prototype cost. Set it to something useful while I'm at it.
io workbench visual point setup
Some setup on io.table.deployed
Can't open upgrade inventory if building blocked
Added support for per workbench-level upgrade visuals.
Assigned reinforced visuals for all workbench levels.
Fixed visual spawning method breaking initial LOD functionality.
Fix missing visual prefab link on reinforced item
Fix reinforced placement links
Break prefab connections on all upgrade visual placement guides for Workbench 1,2,3.
Remove the components added by source prefabs.
Renamed to show they're placement locations.
Fix workbench inventory eating scrap