branchrust_reboot/main/PlayerMaintainedMonuments/MonumentBlockerscancel
47 Commits over 30 Days - 0.07cph!
Add UV1 channel to the 100x450 barrels blocker for use with a new beveled rubble detail normal, to reduce low poly look on the rocks
monument blocker blast door gib fixes
Merge from PlayerMaintainedMonuments
Update MB barrels with current prefabs, materials and meshes
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
Editor OnValidate error log if LodComponent is unassigned on MonumentBlocker
Fix issues with barrel blockers preventing play mode when they are in the scene
Merge from PlayerMaintainedMonuments
changed some blockers to be of the smaller barricade size now that it's available to place
Add monumentblocker_barrels_100x300.entity and gibs
monument blocker texture cleanup
LOD3s for stacked terminals
Reduce noise locker retexture
Second pass of monument blocker locker textures to make 'em dirtier
Merge from PlayerMaintainedMonuments
Fix RendererLOD not swapping LOD meshes when used with StagedResourceEntity
Monument blockers placement prefabs for LS, MT, large Oilrig
To avoid player maintained monuments branch conflict, these prefabs have to be re-added to these scenes post PMM release
Reduced vent cage health down to 100hp as it tends to lead only to shortcuts and does not warrant delaying players minutes at a time
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
Add monumentblocker_barrels_100x450.entity and its related gibs and settings
blast door gib material fixes
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
Add Rubble on Barrels monument blocker stage meshes and colliders, gibs and prefabs still WIP/pending.
Added materials for the Rubble on Barrels monument blockers
Fix StagedResourceEntity not being able to retrieve which meshes to use if the source asset has no auto generated LODGroup component
Instead just use first found renderer as LOD0
Entity setup for stacked desks blocker
stacked desk entity backup (no mani update yet)
Stacked tables WIP (reverted entity due to bug, will remake)
Update blast door blocker to use RendererLOD
Merge from MonumentBlockers2
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
monument blocker - trolley - materials
monument blocker - trolley -- fixed material issue & added vertexpaint for rust on fence material
Merge from PlayerMaintainedMonuments
Merge from MonumentBlockers2