branchrust_reboot/main/gib_fixescancel
12 Commits over 0 Days - Infinitycph!
dead log resource gib meshes and setup
isn't currently supported as nothing in the resource family gibs
re-centered gib parts again
- hot_air_balloon: 67 of 67 parts had their origin outside the piece, now 0
- got rid of a load of self intersections that caused the self intersected faces to be discarded despite unity triangulating on import. It can't triangulate self intersecting faces.
Re-centred gib part origins on 8 deployables
Same problem as the hot air balloon armour last commit - gib part origins weren't central to their mesh, so pieces rotated about a point outside themselves and the physics was inaccurate. Re-exported the gib meshes and re-assigned the collider boxes. should be much more accurate gib physics now.
Also on some gibs, they had parts that were self intersecting and were being discarded. Fixed that.
- HotAirBalloon basket: 43 of 55 parts had their origin outside the piece, now 0
- refinery_b (refinery_large_deployed): 24 of 83, now 0
- windmill_main: 22 of 53, now 0
- box.wooden.large: 19 of 33, now 0
- fireplace: 19 of 53, now 0
- lift_shaft_top (elevator): 18 of 33, now 0 - worst part sat 1183x its own half-extent off centre
- tool_cupboard: 15 of 44, now 0
- cannon: 14 of 24, now 0
- component_box_wood: boxes re-fitted
Fixed gib collider overrides on 7 deployables
Box overrides had drifted from their gib meshes, so colliders didn't match their mesh and clipped through the floor. Some overrides had more whilst others had less gib parts.
- io.table: override list resynced 44 -> 29, boxes re-fitted (29 of 29 boxes were not a fit for their own mesh, now 6)
- HotAirBalloon_armor_T1: gib FBX re-exported, list 52 -> 51 - their origins weren't central to the mesh causing innacurate physics
- sculpture.ice: list extended 30 -> 33; the last 3 parts had been falling back to convex mesh colliders
- mannequin: boxes re-fitted (18 of 18 mismatched, now 0)
- chandelier, component.box.charcoal.large: boxes re-fitted
frankenstein table now has gibs - it was setup to have them but there was no gib mesh.
now breaks apart as expected.
removed ao from gibs on advanced lootbox and primitive lootbox variants.
ao looks great on the static asset but once destroyed the gibs looks nasty when they are in shadow. Now fixed.
advanced lootbox (the red toolbox loot crate) now has gibs when emptied/destroyed
Wired the DM Tier2 Lootbox gibs to its own material
The crate already had gibs, but materialSource was unset so the pieces fell back to the shared WoodenCrate2 gib material and the tier 2 markings vanished as soon as it broke.
materialSource now points at its own body renderer, so the gibs keep Crate_2_DMtier2_dif.
Add gibs to the DM wooden loot crates
DM Construction Resources, DM Res, DM Medical and DM Food now break apart when emptied instead of vanishing.
All four use the same wooden loot crate model, so they share a single gib source (WoodenCrate1_GIBs).
Each prefab's own Gibbable points materialSource at its body renderer, so the gibs keep that crate's label material instead of the generic shared one.
scaleOverride is 0.8 to match the scaled prefab roots, so pieces spawn at the right size.