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branchrust_reboot/main/automated_test_entity_bounds_fixes/misc_prefab_fixescancel

11 Commits over 0 Days - Infinitycph!

19 Days Ago
Extended the DeployVolumeOBB on woodframe.standing to extend along the whole face of the frame (also fixes it being able to be placed through floors). All `Deployable_WorldSpaceBounds_NotSignificantlyLargerThanDeployVolume` tests now pass :tada:
19 Days Ago
Wooden floor spikes : slightly increased the NotInBox to fix the 0.62m overhang. Test now passes
19 Days Ago
Barbed wooden barricade : slightly modified the NotInSphere's to fix the 0.7m overhang. Test now passes
19 Days Ago
Forgot to make the wooden barricade prefab not active again after changing it last commit
19 Days Ago
Wooden barricade : slightly modified the NotInSphere's to fix the 0.63m overhang. Test now passes
19 Days Ago
Medieval Barricade : raise the NotInSphere's slightly to fix the 0.57m test failure overhang. Test now passes
20 Days Ago
Fixed above ground pool being able to be clipped into construction on placement
20 Days Ago
Fixed DeployVolumeOBB on the paddling pool - Only use 1 volume rather than 2. 1 volume now covers the base and slightly above the pool to prevent clipping into construction - Added vehicle large to the layers
20 Days Ago
Tidied up DeployVolumeOBBs and added the Construction layer on the fireplace so the left/right sides cannot clip through walls when placed
20 Days Ago
Fixed ancient floor spike setup that used 4 spheres for placement checks that had many gaps, allowing you to place spikes over small items. Now using a single box for the check.
20 Days Ago
Fixed triangle planter and triangle railroad planter variant deploy bounds. - Increased height of existing edge bounds so it can't be placed over small items - Repurposed and fixed old deactivated centre bounds to cover the gap - Renamed/reorganised the objects in Unity - Tested in editor. Snapping, planting and other behaviour is preserved