branchrust_reboot/main/PlayerMaintainedMonuments/MonumentBlockerscancel
22 Commits over 0 Days - Infinitycph!
Corridor collapse blocker - fixed offset concrete collider, zeroed out gibs. Moved collision component to top level of entity to prevent ever-present stage 1 col. Set up LOD chain and disabled shadows for later LODs. Updated mani
Optimised stage 1 gibs for blast door blocker. Renamed other gib parts to match conventions.
Blast door monument blocker - updated bounds and navmesh collision, added LOD chain and set LOD component, fixed gib pivots and assigned phys material, set health
Continued texture polish on stacked tables
UV and model polish on terminals/tables blockers
monument blocker texture cleanup
LOD3s for stacked terminals
Reduce noise locker retexture
Second pass of monument blocker locker textures to make 'em dirtier
LOD states for damage states (lockers)
Manifest update and collision for lockers damage stages
Monument blocker stacked lockers - stage 1 to 3 plus gibs, plus prelim entity setup. Material is placeholder test, will be replaced w/ retexture
Stacked desks stage 3 collision plus LOD/gib polish to fix any holes or UV errors from cutting meshes apart
LOD stages for stacked desks monument blocker
Entity setup for stacked desks blocker
stacked desk entity backup (no mani update yet)
Stacked tables WIP (reverted entity due to bug, will remake)
WIP stacked tables/desks monument blocker
gibs and entity setup for stacked terminal blocker
LODs and COL for stacked terminals monument blocker
Deleted accidental texture exports