userVincentcancel
branchrust_reboot/main/high_walls_skinscancel

20 Commits over 212 Days - 0.00cph!

12 Days Ago
shrunk the adobe gate doors thickness, adjusted the keylock position to suit
14 Days Ago
created a bespoke rig for adobe gate as the frame was made non standard. This allows the hinges to be in the correct place and avoid relying on pivot offsets to clear frame. updated prefab and relevant models
19 Days Ago
adobe high wall made slightly longer, damage volumes values identical to stone skin, added barbed wire and damage to gate prefab
20 Days Ago
Updated adobe wall in width and height. Added barbedwire on top with damage volume Fixed incorrect transforms on LOD3
56 Days Ago
art check on frontier and adobe gate/walls prefabs - updated gibs, and renderer lods scripts, layers
2 Months Ago
removed temporary prefab now that we have final prefabs
2 Months Ago
adobe gate/wall item definitions
2 Months Ago
final prefabs for Adobe gate and wall
4 Months Ago
merge from main
4 Months Ago
frontier high wall and gate collider import options
4 Months Ago
manifest update post merge
4 Months Ago
merge from main
7 Months Ago
removed hurt volume from the frontier gate
7 Months Ago
fixed offsets in the frontier gate prefab setup renderer lod on the frontier wall variants
7 Months Ago
rebuilt the door rig with the orriginal offsets for the gates shifted collider for the gate from LOD0 to parent models import settings for display and collision meshes
7 Months Ago
added a temporary box to frontier high wall prefab to debug visibility
7 Months Ago
some fixes
7 Months Ago
item definition
7 Months Ago
Manifest
7 Months Ago
Fixing folders structure Creating the prefabs and item definitions