branchrust_reboot/main/StaticCaboosecancel
19 Commits over 0 Days - ∞cph!
Added an extra peacekeeper on platform next to static caboose.
Added some AI data for caboose.
Tweaked navmesh obstacle to block ground but not inside caboose.
Set caboose collision data to readable for navmesh generation.
Added custom navmesh data to platform next to caboose so AI can navigate the gap to caboose.
Fixed AI data that was sitting under the static caboose.
S2P compound.
Merge Main -> StaticCaboose
Replaced slots, poker table, and blackjack in the static caboose with new static variants
Removed fire barrel on rail platform at Compound
Made the static caboose an entity. Fixes RealmedRemove not working correctly on it. Updated Compound with the change.
Added static caboose to Compound, ran S2P
Fixed static caboose lighting not working
Static caboose dressing prefab minor edits
New static variant of Caboose Dressing ("Caboose Dressing Static"). IsDynamic set to off on all the culling/LOD/etc scripts
- Removed StaticTrainCaboose.entity, replaced with TrainCaboose.static that has the latest Caboose work (still not actually a Prefab Variant since it's so different, being a static object).
- Various changes to scripts, colliders, etc, to make it a static mesh instead of an entity.
Merge Main -> Static Caboose
Merge Main -> StaticCaboose
updated broken bogies mesh and LODs to fit a little more nicely onto the tracks.
Merge Main -> StaticCaboose
Fix errors when using StaticTrainCaboose.entity
Add busted bogies mesh and LODs
added ao variant to prevent random looking black spots (where it was previously covered over)
added broken rusted bogies for caboose
added staticcaboose.entity prefab variant
added materials and textures for the new broken bogies
reduced the size of existing bogie textures