branchrust_reboot/main/high_walls_skinscancel
24 Commits over 0 Days - ∞cph!
Added new adobe high wall & gate pack, update the high wall and gate to require this new pack rather than requiring the adobe building skin
Disable pooling on the frontier wall variants, causing issues for media production will re-enable after more investigation
Fixed a pooling issue when using the applyRandomisation debug command
Fixed incorrectly configured gibs on the frontier walls
Apply same player proximity checks when creating redirects as the simple upgrade system
Fixed frontier icons not mip mapping
Fixed frontier wall item move sounds
Fixed high external frontier walls not dropping gibs
Fix frontier wall not respawning properly when reskinned
▄▇▇▌▉▇▄ ▇▅▊▉▆▊▄▊▄▊▄▌▆▊▊▍▉ ▉▌▉ ▊▇▇ ▄▌▉▆▍ █▇▇▄▊ ▅▉▄▅▍▊█ ▆▇█▌ ▉▍▌▋ ▇▇▋ ▆▋▌█ ▄▌▉ ▊▋▇▅▅ ▊▇ ▍▅▅▅▊
▋▊▍█▆▇▍ ██▍▊▉▊ ▄▊ ▄▆▌ ▋▉▆ ▉▆▍▄▄/▆▋█▉▋
▋▊▊'▊ ▅▇▇▉▅ ▄▇▅▋▄▌█ ▄▄ ▆▊▇▇▉█ ▅▇▄▇▆▄▆ ▍▌▅▍ ▌▍██ ▋▍▆ ▊█ ▌██-▌▅▉
Update wall.external.high.adobe.sitem ID due to easter conflict
Commit material meta file, it should be removed eventually though
Add debug.applyBuildingBlockRandomisation to force a wall piece to be a particular variant
Reapply the randomisation feature, was lost in a merge from main
Frontier gate setup
Added some checks to the ItemSkin editor to catch misconfigured research and loot table behaviour
Fixed TerrainCollision component throwing errors in edit mode
Can no longer reskin objects with the spray can if they have been recently damaged or have ladders or explosives attached
Don't mark the adobe stuff as hidden, easier for testing