branchrust_reboot/main/high_walls_skinscancel
20 Commits over 212 Days - 0.00cph!
shrunk the adobe gate doors thickness, adjusted the keylock position to suit
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
adobe high wall made slightly longer, damage volumes values identical to stone skin, added barbed wire and damage to gate prefab
Updated adobe wall in width and height. Added barbedwire on top with damage volume
Fixed incorrect transforms on LOD3
art check on frontier and adobe gate/walls prefabs - updated gibs, and renderer lods scripts, layers
removed temporary prefab now that we have final prefabs
adobe gate/wall item definitions
final prefabs for Adobe gate and wall
frontier high wall and gate collider import options
manifest update post merge
removed hurt volume from the frontier gate
fixed offsets in the frontier gate prefab
setup renderer lod on the frontier wall variants
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
added a temporary box to frontier high wall prefab to debug visibility
Fixing folders structure
Creating the prefabs and item definitions