branchrust_reboot/main/MergeDestroyableRoadsignscancel
10 Commits over 0 Days - ∞cph!
A fair amount of roadsigns are used for decoration on monuments, stuck into other models or even used as signs on walls with the pole hidden. Reintroduced static roadsigns and set all signs in the game as destroyable or not on a case-by-cases basis
New system for roadsign spawners to check for available space, other models moved to world layer, checked through all signs for any spawn issues, final cleanup
Fixed some road models not being on the world layer with the rest of the road content
Some roadsigns don't have space to spawn as they're up against a wall, stuck in something etc. Added per-spawner settings on whether to check for space when respawning
All prefabs/scenes updated with spawnable roadsigns
Conflicted scenes and prefabs redone with spawnable roadsigns
Make sure conflicted prefabs are exact copies of those on Main
Merge destroyable roadsign fixes
Cherry-pick original roadsigns merge