userJarryd Campicancel
branchrust_reboot/main/gib_poolcancel

82 Commits over 395 Days - 0.01cph!

53 Days Ago
Single and double door gibs no longer apply skins, currently there's no way to stop the skin material being unloaded while gibs exist in the world (will revisit next month)
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54 Days Ago
Fixed throwable easter egg gibs
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54 Days Ago
Gibbable editor now displays a warning if the mesh has r/w disabled and no overrides had been set up "Sync override list" option now auto assigns box colliders to everything Set up gib overrides on snowman, bear trap, solar panel, storage monitor, scarecrow, tuna light and reactive target
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54 Days Ago
Merge from main
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57 Days Ago
R/W updates for external walls and gates, ladder and triangle hatches and grill
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57 Days Ago
Unsaved
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57 Days Ago
More gib r/w updates: Rowboat, kayak, workcart Single and double doors (also updated these to show the skin of the destroyed entity on the gibs)
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57 Days Ago
Added code support for Matt's new gib particles, can be enabled with a drop down on the gibbable component and caches the bounds of the gibs Disabled for now
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58 Days Ago
Enable r/w on engine_module_Gibs and tier1WorkBench_gibs
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58 Days Ago
Merge from main
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59 Days Ago
More gib overrides and read/write disabling: Ice walls All car chassis's and modules Igniter, sprinkler, tesla coil Powered water purifier, water pump
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59 Days Ago
Added gib overrides and disabled read/write on some high memory meshes: Chippy arcade machine Fluid switch Piano, xylophone and drumkit Beach chair, parasol and beach table Wooden watchtower SAM sites Beds Graveyard fence Workbench 1, 2, 3 (and removed gibbable components (from static versions) Computer station Chocolate eggs Neon signs
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59 Days Ago
Added a shrink colliders option to the gibbable editor This shrinks colliders on the gibs until there are no longer any overlaps Should help some gib setups with lots of overlapping pieces exploding apart when destroyed
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59 Days Ago
Merge from main
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10 Months Ago
Fix gibbable editor displaying a mesh when no meshes have overrides
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10 Months Ago
Merge from main
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10 Months Ago
Revert unintended fuel generator change
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10 Months Ago
Merge from gib_pool/blocks
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10 Months Ago
Find gibs without overrides menu option
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10 Months Ago
Merge from main
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10 Months Ago
Added effects.clearallgibs command to immediately clear all active gibs
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10 Months Ago
More rotation tweaks
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10 Months Ago
Merge from main
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10 Months Ago
Gibs now look up their material on the root object if sourceMaterial is assigned (fixes skinned items not getting skin applied to gibs)
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10 Months Ago
Apply scale override to mesh override positions so gibs aren't spawned at the correct scale but at unscaled positions
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10 Months Ago
Merge from main
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10 Months Ago
More car gib tweaks
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11 Months Ago
Another rotation change for items with offset gibbable components
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11 Months Ago
Unsaved
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11 Months Ago
More car gib changes
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11 Months Ago
Don't parent building block gibs More rotation tweaks
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11 Months Ago
PrefabAttribute Equals override now ensures it's comparing another PrefabAttribute before comparing
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11 Months Ago
Cherry pick 53796
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11 Months Ago
Refresh vehicle modules
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11 Months Ago
Merge from main
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11 Months Ago
Roll back module entity changes (causing merge issues)
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11 Months Ago
Remove from benchmark list
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11 Months Ago
Remove benchmark scene
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11 Months Ago
Fix gib rotation
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11 Months Ago
Moved client gib creation to a new virtual SpawnGibs method that gets called from DoDestroyEffects New SeasonalTimedExplosive class to manage gibs since we can't disable the gibbable on the gameobject any more
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11 Months Ago
Spawn all car gibs Tweak position/rotation calculation
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11 Months Ago
Fixed car conditional gibs not working Added a uniqueId field to Gibbable to help identify specific components in situations where we need to only deploy specific gibs (like with car components)
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11 Months Ago
Unsaved
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11 Months Ago
Code review: Use prefab resource id instead of calling StringPool
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11 Months Ago
Merge from gib_pool/merge
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11 Months Ago
Fixed spawning gibs for conditional models that aren't active
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11 Months Ago
Gib preview sprites in editor UI now appear immediately
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11 Months Ago
Added an UI prompt to disable r/w on meshes that are fully overriden by primitives
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11 Months Ago
Make sure prefab exists in ConditionalModel attribute setup
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12 Months Ago
Re-enable auto sync transforms
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