branchrust_reboot/main/building_blocks_2020cancel
90 Commits over 122 Days - 0.03cph!
closing gaps on sheet metal roof corners
surface types fix on stone ramp
surface types fix on stone/armored stairs
Fixed spiral stairs twig having two material slots instead of one
fixed sheet metal word model
Water well deployable UV fixes
More tweaks to sheet metal textures, propagated to atlases. Solved color management discrepancies across different atlases
Tweaks to sheet metal textures, propagated to atlases. Results are smoother on the eye and less repetitive
removing reflection component from triangle floor frames
Fixed gap produced by sheet metal roof side pieces
better looking stone walls gibs
Improved sheet metal corners visuals
Fixed door barricade deployables UVs
Fixed monuments covers UVs (and gibs) updated baked lods
more better quality gibs (metal/armored floors)
lighting fix attempt - import options pass
Fixed material swizzle on stone ramps LOD1
Fixed external wall and external gate (stone) UVs
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fixed a material assignment in toptier landing prefabs
better looking gibs for wood and stone floor blocks
fixed orientation of triangle roof greybox pieces as triangle blocks pivot isnt center
Roof conditional pieces (greybox quality) + prefabs
landing conditional prefabs update
new landing pieces (models/gibs/colliders)
roof block art maintenance before roof conditionals are started
Unified roof colliders thickness across the board
common import options across all tiers
cleanup of folders
spiral stairs: further collider tweaks
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fix for projectiles unable to go through armored steps
added movement layer collider to remaining stairs that needed it
Moved the spiral stairs colliders up to encompass the steps fully (movement layer issue)
fixed disabled shadow renderers on blocks
set server cull tag on necessary objects
fixed incorrect surface type on ramps
New foundation steps icon
Remapped metal.shopfront to fit latest building atlas texture changes
fixed incoherent normal import options on stone walls, stone low wall matches other walls thickness
stone corner conditionals look better across all angles
special stone corner for wall.window block
Ramps soft collider uses transparent layer instead of collider info
Fixed missing backface on twig ramps thatched fluff
Reworked prefabs of stairs.triangle.spiral/stairs.spiral stone and toptier to mirror previous stairs setup
foundation.steps remodel to fit floors/no clipping through walls as well as continuous slope
some UV rework on wood foundation blocks
Foundation.steps legs removed, updated all models/colliders/gibs
Redesigned metal tier walls, incl. models/gibs/colliders
Removing unused roof models
Re-textured the corrugated_b set / updated building atlases
quickfix foundation.metal.wall re-link meshes after name change
Building block plywood textures (out of atlas)
Renaming/Moving models for clarity
Added conditional corner scripts and links from wall block to wall.half/wall.low/wall.doorway/wall.window blocks
Standardised all building walls and floors thickness through a shared set of colliders on the 'usable' layer. Tier specific colliders are set to shootable, etc.
This should solve objects destroying on walls on upgrade and others