branchrust_reboot/main/building_skins_3cancel
194 Commits over 487 Days - 0.02cph!
fixed SC foundation hole nexto adjacent tiers
eliminating gap between roof and wall from LOD2
fixed regression disabling tint on shipping container material
visually different softside for SC wall.half
tweaked tintset value to fluctuate more
fixed vertex alpha being wrong on wall_low LOD0
combing shipping container skin prefabs for left over fixes
fixed gibs bounds and overrides, incorrect surface types, checked layers
fixing some roof top line prefab issues with shipping container skin
added bespoke roof.adobe.top.line.end.left fbx model to avoid negative scaling
Ensuring 'server cull' tag is set on the relevant objects inside adobe skin prefabs, some meant to be were left untagged
fix for deployables socket angle rejection not working on adobe roof
fixed PTZ camera not deploying on adobe ceilings - socket tolerance issue
some changes to the roof.stone.bootom.line prefab to mitigate draw distance/LOD Bias outcomes
re-uv'd the thatched LOD1 roofs to display hay
reduced volume of wall.half and wall.low colliders
fixed roof conditional end bits being swapped L/R
fixed triangle frame gibs material definition
fixed sheet metal wall.left / wall.right conditionals
fixed incorrect shadow proxies on spiral stairs, incorrect collision offset, incorrect surface type
fixed custom normals on floor, triangle floor
fixed incorrect vertex normals on spiral stairs
fixed uv seam on wall half
adobe skin texture improvements
fixing a few roof condition issues
fixed early culling adobe floor frames
adobe skin wall logs stick out further without collision
adobe skin texture improvements
stairs spiral triangle and landing offset fix
fixed mismatch - collider displayed instead of visual mesh
Adobe skin simple stair is see through - updated colliders and gibs
Fixed some adobe prefabs using brick or other skin collision meshes, figured this would not ship with it, needs its own resource
Renamed correctly a bunch of gibs in brutalist skin, some misnamed LODs
adding shipping container skin color lookup
material tweaks
re-texturing the floor frames and wall frame to be less like the wood tier
Fixed Adobe U stair early culling issue - caused by left over LODGroup
slight improvements to the interior side of brutalist skin wall, overall less contrast to the outside wall
some uv mapping improvements to brick window bars
reworked the brickskin tintmask to look like soot
modified the material blend layer of brick interior walls to look like soot rather than paint. visual difference between outdoor and indoor reduced.
Changed the adobe skin interior wall to be visually closer to outside wall while remaining unique
Added wood braces to the adobe skin interior walls
resized building skin atlases to 2048 max.
enabled crunch compression
higher quality conditional wall corner meshes
fixed some triangle roofs offsets
triangle foundation prefab invalid string fix
brutalist skin roof conditionals models and setup
Fixed height gap on foundation wall headstone
fixed a gap over the door on wall.doorway
fixed a gap over the window frame on wall.window
wrong gibs on wall.left and wall.right fixed
fixed some SG issues on ramps
removed corner meshes on foundations, was ugly
, might rework or use the regular wall ones when improved.
fixed incorrect prefab link for spiral stairs landings pieces
fixed brick skin models not being set fully to construction layer
Brutalist skin floor frames and wall frame models/prefabs
block's head prefabs links
brutalist building grade file
brutalist building blocks prefabs setup