211 Commits over 638 Days - 0.01cph!
merge from /brutalist/stagingpartvisibility
Brutalist Rock - Updated prefabs to use the StagingPartVisibility script
Added: Staging Part Visibility Component - Updates renderer visibility by stages based on item condition (health). Updates viewmodel, worldmodel and entity (client-sided)
Brutalist Rock - Adjusted hand position, updated and split models, updated prefabs
▆▉▋▌▋▄ ▍▌▅▋▉▍▄▆▌ ▄▅▊▋▅ ▄ ▋▅▍▉▆▊▄ ▌▉▊▍▅ ▄▍▊▉ ▍▄█ ▍█▊▍▋▄ █▅▇▄▄▋▊▆▌
Brutalist Rock - Initial prefab setup, placeholder model and materials, loc, manifest, skins
Scrap King Ramps - Fixed UVs for both ramps LODs and Gibs
Capture Workshop Camera Position - Fixed UNITY_EDITOR wrap in Skinnable.cs
Warhead Small Box - Added attachment-based conditional mesh visibility script (AttachmentPartVisibility.cs). Updated conditional meshes, updated prefab setup
Updated icon meta for garage door, box and charm (broke during merge i suppose)
Premium Warhead Box - Added WIP conditional meshes for adaptors
Double Barrel Shotgun - Added sights to worldmodel (long overdue)
Workshop Downloadable Source - Default name for files now uses dashes instead of dots. "rifle.ak.obj" would now be "rifle-ak.obj" to prevent issues
Workshop Downloadable Source Models - Updated all files, adding a (correctly shaded) _triangulated mesh for every quadded mesh. Kept the quadded meshes when they existed for skinners to choose. Downloading meshes now downloads one file with all the meshes inside instead of one mesh per file. Updated .skinnable files to match the new file names. Removed old files
Updated all skinnable files with new default camera positions
Workshop Camera Position - Simplified the previous script, now its only two vector3 fields that control the actual position and rotation of the camera independently from the asset. Zero equals previous default framing. Added a script to capture current camera position, making it easier to set the camera per skinnable
Workshop Camera Position - Replaced zoom and rotation offset values for new vector3 position and rotation values, allowing to focus the camera in the object without it always pointing at the playermodel's center. Fixed all dependencies that called the old values.
▋█▍▌▅▆ ▇█▆█▆█▆▋▉ ▋▇██▇ ▇ ▊▌▇█▆▆▍ ▇▅▍▉▉▌ ▇▄▉ ▆▇▍▊▍ ▄▋▉▋▉▅ ▍▆▄█▊▅ ▅▄▊▊▇▌▍ █▅▅█▋ ▍██ ▉▅▄▅ █▊█▊▅▋ ▊▋▅▄▅ ▅▉▌█▊ ▇█▌▌█▄ ▆▌▍▆▌▌▄▋█ ▄▍▆▆█▋▇█▌ ▊▄▋▇▄▄ ▌▍█▌▄▄▆▅▊▇▇ ▉▋▍▍▌ ▋█▊▄▅ ▆▉▍▌ ▍▍▄▅▇ ▆▌▌▌▇ ▌▇▆▊ ▇▋▋▉▌▄▆ ▊▉▌▌▇▇ ▋▍▌▉▇▉▍▅ ▅▆▍▇ ▅▉▋▌▉ ▄██▋▆▆▇▋▋▍▊▆ ▇▅▇ ▍▌▅ ▌▍ ▋▉▌▇█
Warhead Garage Door - Made busy colliders movement a lot more granuar and precise
Warhead Garage Door - Updated prefab with new busy colliders, fixed LODs, updated prefab scripts with new changes, clean up
▆▇▍▉▇▋▉▉ ▋▍▆▍▍▉ ▌▊█▉ ▍ ▄▆▉▌▇ ▆▉▇█ ▇▆▍▍▋▌▄▍▉█▋ ▋█▌▇▅ ▍▋▄▌▍ ▋▄▊█▊▍▊█▉ ▆▌█▄▆ ▉▄▆▅▄▉▌▄▍ ▋▅▉▇▆ ▊█▉█▉▉▊▅▇ ▉▄▍▇█▄▆▍ ▇▇▊▌▄ ▊▉▄▆ ▅▊▄▌▆▄▉█▌▄▊▇▌▉ ▊▇▋▋▄▄▆▇▄ ▋▋▌▆▋█ ▊▌▍▇▆█▍▅█▆ ▄▇▌▊▍ ▉▊█▌ ▍█▇ ▍▉▄ ▄▋▉▆▅▇ ▋▌▍▅▆▋▍▊ ▅▊ ▆▇█▄▊ ▇▋▄▆▅██▋▍ ▇▌█▇▆▊▇ ▌▇▍▇▉▍ █▊▋▊▌ ▊▆ ▆▍█ █▇▋▄█▍▍▍
▆▉▍▄▇▌ ▍▍▆▅▅█▌▄▅ ▄▍▄▆█ ▇ ▄▄▍▉▅ ▆▇█▋▌▍▌ ▉▋▄▅█ █▇▍ ▌▍▍▉ ▆▍▍ █▇▋▅▆▌▉ ▆▉▍█▆▊▊█▉▇▅▉ ▇▇▅▍ █▊▌ ▉▉▄▄▇▇▅▆ ▌▄▍▊▋
▉▊▍▊▇▊ ▋█▌▆▊▍▆▉▊ ▋▌▅██ ▍ ▇▍▉▅▉▊ ▊▍▌▊█▊▍█▇▋▄▅▍▉█▅▆▆▇▉ █▆ ▇█▉▅ ▌█▆▋▇▉▋ ▍▅▉ ▄▊▆ ▆▇▅▆▄▋▄ ▉▌▉▅▊▇▌ ▍▆ █▉ ▇▄▆▌ █▆ ▊▇▉▇ ▍█▌ ▅▊▄ ▄▆▇▍▇▊ █▊▍▍▄▄▄ ▊▋▋ ▊▄ ▊▉▍▇▌▌ ▉▊▆ ▋▉█▊▄▍▇▋▋▌ █▆▊▉▉▍▉ ▆▊▆ ▌▉▆▋▌█▅▄ ▊██▇▊ █▋ ▄█▇▍ ▄▋▌▄▌▅▋ ▄▍██▆ ▊▍▇▇▅ ▇▊▋▊▌▇▄▆▇▄▉▅
▇▉▇▉▍█ █▉▌▅▋▄▄▅▍ ██▉ ▄█▇▄ ▊ ▇▍▉▊▉ ▉▉▌▋▇ ▋▍▄▍▇▉ ▍▆▉▇▋▅▇ ▍▄▆▉▉ ▇▇▊ ▊▆▌▍ ▊▇▋▌▍▇▇▍▋ ▆▆▌▉▄ ▍▅▆▌ ▊▍▅▊▊ ▊▆▍▄█ █▊▄▊▆▍▋▅▅▇ ▉▄▇ ▆▊▊▋█▄██ ▅█▌▉▍▋ ▄▋▅▉▄ ▆▍▉▄▆▊ ▊▊▇▋▍▌▇ ▊▉▍ ▍▍▌ ▌▍▊▄▆ ▆▆▄▆ ▅▋▇ ▍▋▉▋█▊▉█▄ ▌█▄▊▆▊▉▍▇▌▄▌▇
▄█▅▉▊▍▉█ ▄▆▄▅▌▆ ▆▌▉▌ ▄ ▍▆▉▉▉▍▍ ▅▉▅█▆▆ ▊▌▇▌ ▅▇▍ ▇▉▊▍▆█ █▆▋▋▊▇ ▇▅▊▅ █▍▊▉▋ ▌▍▆▉▄ ▌▉▍▍█ ▊▅▍▋▇▊▉ ▇▄█▋█▌ ▉▅▌▅▍▋ ▌▍█▌ ▆█▊▇█▅
▍▊▌▍▋█▄▋ ▋▌▇█▋█ ▌▄▅▉ ▍ ▇▍▇▄▇▊▍ ▆▇█▌▋▍█▍ ▅▌▌▄ ▆▄▆▊▅▅ ▌▆▄
▇▊▊▊▉▋▄▋ ▌█▌▇█▋ ▌▊▇▇ ▍ ▉█▆▅▄▆▌ ▄▌█▅▉▅▉▊▅ █▉█▇▆▋▋ ▉▇▉▆ ▆▉▋▅▊▋ ▄▉ ▊▅ █▉▇▋ ▊▅▆▋▌ ▋▋▌▊▇▄▌▄▋▌▋▊▌
▊▌▊██▆█▍ █▅▊▄█▄█ ▌▋▉▆▆▄ ▆▅▅▍ ▍ ▊▅▅▆▄▇▌ ▋▇▋▋▄▇ ▍▄▋██▋ ▌▇▋▉▄ █▄▅▉▅█▊▉█▉▉ ▆▌▅▄▆▆▊ ▋▋▅▊▆▆▅ ▇▌▋▇▅▊▌ ▊▄▋▄▆▇▉▍ ▄▅▊ ▋█▋▍▆█▉▊▊
▄▋▍▊▌▍▍▉ ▄▊▋▊▇▉ ▇▌█▋ ▅ █▉▅▌▆▍▆ ▌▍▇▇▌▇▉▊█▇▅ ██▌▌▉▅
▋▄▉▄█▋▍▌ ▊▉▊▄██ ▌▋▌▆ ▋ ▄▍▉▋▉ ▋▌▇█▋▊▋█ ▆█▌▍▉ ▆▄▍▍▌ ▊▆▅▌▍█ ▇▉▇▅▌▅▌▆▆▄▆ ▉▇▉▄▍▌ ▅▋▍ ▊▌▅▉ ▅▌▅ ▅▌█▇▌▍ ▌▅▆▇▊▉▅▉▉ ▊▉▍█▉▇▋▋█▄▅ ▍▌█▇▌▍▄▍▋ █▋▊█▊█ ▇▌▊▆▉ ▊▇▄▆ ▉▉▋▇▋█▅▄▇▋▍▄▋ ▌▉▊▉▅▌▅▌▍ ▉▋▄▄▌ ▄▅██
▋█▅▉█▍▄▌ ▇▌▅█▄ ███ ▄ ▄▋▆▊▄█▌▉ ▉▊▆▆▄▍▍ ██ ▅▌ ▍▍▋ ▋▇▆▉▄ ▅▅▆█▅▆ ▅▆ █▋█ ▋▄▇ ▄▍▇▌▊▆
▍▍▅▆▄▍▄▊ ▅█▆▌▇ █ ▋█▉▉▇▍▌ ▅█▄▍▋▉ ▆█ ▅▌█ ▌█▋ ▍▄▌ █▇▋ ▊▆▉█▄ ▅▅▉▄▉▄ ▉▅█ ▋█▄▇▇█ ▋▅▄▉ ▌▍▍▊▌▇▊▄ ▄▅▅▌▍▊▌ ▉▇▋█ ▉▌▌ ▋▍ ▍▉▍█▅▌
▉▊▉█▍▆▍▊ ▍▌▍▋▄ ▄ ▅▅▍▇▍▍█▋ █▌▅▅▄▅▉▊ ▆▊▊▍█▅▅ ▉█▄▍▊▍█▍ ▆▄▍ ▌▊█▍█▉▌▌▅ ▋▆▋▅▌▅▆▉ ▇▅▄ ▊▄▄▇▍▌▍ ▌▋▍▌ ▍▅▅▇ ▌▅▆ ▅▅▅ ▊▍▇▆ ▊▍ ▅▉ ▊▍▊▅▄▇▋▉▅ ▄▊▉▄▄▆
▉▍▋▉▉▄▋▇ ▋▍█▅▅ ▋ ▇▌▉▆▇▆▋ ▌▆▍▅▆▄ ▋▉▄▊█▄ ▇▆▋▄▅ █▊▌▇▆▅▌▌▌▊ ▇▆▆▅▍ ▉▍▋▋▋█▇ ▍▍▌▊▆ ▄▄▋█▊▌ ▇▋▊▇▇▉▅▅▇ ▇█▇▆▋▉█▉▇▉ ▍▆▋ ▅▋▌▉▉▌▋▌▅▅▋▇▍ ▇▆▆▉▅▊▊▅▍ ▉▊▉▌▋▉█▇▍▊▉▊▊ ▍█▌▍▇▇█▆▆ ▊▌▌▅▆▇▋▇▆ ▉▉▅▅▆▍▋▄ ▅▇▋▅▄
▋▆▆▇▅▉▄▌ ▄▅▊▇▍ ▇▋▊ ▋ ▄▉▍▋▆▍█ ▍▅▆▄▅ ▍▄▊ ▆▅▉▅▅ ▆▌▆▆▌ ▋▊▊▆▇▊▋ ▄▋▉▋▄▍█▆ ▌▇▍ ▇▄▋▅▅▍▄▌▌▊ ██▆▇▋ ▍▉▆▋ ▋▌▊ ▇▄▅▉▍▆▅ ▅▌▆▍▌ ▌▆▅▉ ▉▋▅ ▉▌▄▊▇ ▇█▆ ▄▍▍▅▊▅▊
▆ ▅▌▍ ▆▌▊▅▍▅▍ ▌▄▅▅▅ ▌▆▊▉▆▋ ▌█▉ ▇ ▄█▇▇▅▌▋ ▆▋▆▅▉▅ ▅▉▆▆▌▆ ▋▆▋▄▉▅▆▉█▅█▆█ █▍▌▆▌▊▄▄▄ ▌▇▍▍▇▄ █▍▍█▄ ▆▌▅▆▇▋▆ ▍▇▇▅ ▆▍▋▄▆▇▇█ ▊▌▅▋█ ▇▅▊ ▋▅▄▉▅▍▅▅▊
Jukebox - Updated textures, removed old textures, updated materials
Bar Wallpaper and floorpaper - Updated icons, updated name and description for the wallpaper.
Pool Table - Cleanup files
last remaining removal of one material metadata that didnt commit before...
Pool Table - Clean-up of prototyping/duplicate/old files.
removed duplicate of Pooltable material
removed it's textures
removed ball prediction material and shader (not in use)
removed redundant textures
removed greybox meshes
renamed models materials and textures with proper standardised conventions
ensured proper metadata setup across models and textures
minor change in the poolballs albedo texture
removed references to outdated files from prefabs and replaced with proper ones
all tested and working as before but a lot cleaner files
▄▊█▍█ ▉▌▆ ▊▍█▇█▅ ▇ ▅▇▌▆▇ ▊▇▊ █▋▆ ▇▊▍▍▆ ▄▍▋▍▅ ▆▉▊▌ ▄█▊ ▍▄▊ ▉▍▋▍ ▌▉▊▊ ▇▋ ▍▄▆▆ ▆▅ ▆▋▊▇ █▋▅▆▌ ▌▆▇ ▇▅▊▋█▅▊█▍▍ ▄▋█▆▇▅▅▆▇█▊▌▅ ▌▆▊▆▌▌ ▉▅▄▇▇▇ ▆▅▆ ▉▅▉ ▌▆▇▊▍▍▅ ▇▍▄
Pool Cues - Updated textures for A and B
Pool Cues - Updated view and world models, added two materials, poolcue_a and poolcue_b, A is used by default. Added textures for A and B. Updated viewmodel and mounted prefabs with new poolcues
Bar Stools - Updated colliders, created and setup worldmodel prefabs