branchrust_reboot/main/MonumentBlockerscancel
22 Commits over 0 Days - Infinitycph!
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