branchrust_reboot/main/high_walls_skinscancel
16 Commits over 243 Days - 0.00cph!
Added a fallback error for ShowBlockedByEntityToast, used when GetBlockedByErrorFromEntity returns nothing
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Fixed gate reskinning not using the same checks as high walls
Created Gate class, inheriting from Door - only used by gates
Whitelist doors as well (to make sure gates aren't blocking reskin)
Whitelisted furnaces, building blocks and barricades
NRE fix
Block high wall spraycan reskinning if something is deployed on the wall and could be destroyed in the process
Show a toast indicating which entity is blocking the action
Tweaked adobe gate door controller sockets again
Restored adobe gate animation events - fixes missing opening and closing sounds
Use mesh scale when drawing simple building block highlights - fixes adobe high wall and gates barbed wire scale issues
Slightly increased the frontier high wall bounds, to catch ladder deployed on the railway
Tweaked adobe gate door controller socket pos
Tweaked frontier gate code lock and door controller socket pos
Added SimpleBuildingBlockModelVariant to allow frontier high wall to randomise its model when deployed
Model variants are synced between all clients and set using flags