branchrust_reboot/main/MonumentBlockerscancel
48 Commits over 0 Days - Infinitycph!
Merge from apartment_complex_monument
Subtract merge from main
154957
added third option for roll container
Merge from main - may need to rerun manifest
adding roll container prop
Rename StagedResourceEntityInfo component to StagedDestructionEntityInfo
Change serialized collision mesh references on StagedResourceEntity and StagedDestructionEntityInfo stages to arrays so we can swap out multiple colliders between stages
Update all existing resource entities so collision meshes are held in the new arrays instead
Update collapse blocker to correctly swap out its colliders at each stage
monument blockers -- vent: added second material, added & set up collapse entity, re-exported and renamed all the model parts
Remove root transform name from path to gibs, was unnecessary and caused trip ups
Fix monument blockers spawning all their gib stages on death
Fix gibbable paths on vent cage blocker
monumment blocker - vent -- merging gib parts back with main mesh
Rename vent blocker entity for consistency
Rebuild manifest
Fix monument blocker resource dispenser not respecting its melee protection stats
Fixes an explosive damage only monument blocker still being able to take melee hits
monument blocker vent - renamed collision meshes, removed non-entity object
monument blocker - vent - updated manifest
monument blocker vent - setup entity, updated manifest
monument blocker - vent -- adding collision for every stage
monument blocker - vent. Optimized assets, added gibs, collision & lods
Manifest, codegen, localization
Merge from apartment_complex_monument
Was easier than merging from main as this branch contains an earlier merge from apartments
Changed physics material on barricades blocker from metalore to metal
Remove some debug logs from MonumentBlocker script
Collision for individual stages in barricades. Deleted obsolete prefab.
adding detail texture sheet + material (contains screws, weld, etc.)
Fixes to barricade blocker hierarchy so get rid of permanent stage 1 mesh.
Gibs and LODs for heavy barricades. Plugged into entity setup.
changed from renderedLod to Meshlod on metal and wood parts
monument blockers: addressing feddback on the collapse version and checking in first pass on the vent
Give barricades blocker its own protection property asset
Setup MonumentBlocker script with support for different gibs at different destruction stages
Make new entity prefab for barricades monument blocker
Modify resources dispensed by the barricades monument blocker
Remove ResourceStages from StagedResourceEntity, data here has since been migrated to StagedResourceEntityInfo and no discernable reason to still have it
Pretend gibs for barricade blocker, update to mani
industrial barricades - test prefab setup, temp gibs for testing, mani update
monument blocker-collapse: added lods
monument blocker - collapse: combined and cleaned up assets
texture polish on industrial barricade, temporary emissive setup (will switch to UV2s for proper em)
combined lower and upper part of the monument blocker collapsed. Separated gibs into wood, metal & concrete
remade prefab which used an obsolete asset
monument blocker-collapsed update (Addded collisions, gibs, geo. Did optimization as well
Prefab and COL for first, undamaged state of industrial barricade
Merge from apartment complex to bring work over