branchrust_reboot/main/apartment_complex_monumentcancel
950 Commits over 151 Days - 0.26cph!
Replaced neon sign meshes with prefabs in rentable shops
LODs for retable shop neon signs plus prefab setup
re-factored the prefabs for apartment complex, moved nested prefabs into a subfolder for clarity
added LODs, but yet to bake the last LODs
moved the coordinates for the apartment building and vendor nodes to be on the grid
Updated '24' in neon sign to look more like neon sign font
Fix .meta files that were trying to create random folders
merge from main -> apartment_complex_monument
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Renamed bitumen roof, window atlas and glass block textures to use new naming conventions
Disabled base layer AO in plywood painted mat to remove weird shadows. Additional shop neon sign
Fixed baked AO in painted trims due to new option added
Cherry Picked
148132 (Added an Apply Vertex Alpha setting to the detail layer of the standard shader)
Added fresnel to neon signs emissive mat. Fixed normals on SHOP neon sign. Added baked AO functionality to plywood mat. AO test bake on kiosk D.
Cherry Picked
148115 (Added a way to prevent the vertex alpha applying to the detail mask when additional mask blending options are enabled on a standard shader material)
Renamed neon sign textures to new conventions. Added open and closed cateogories in kiosk hierarchies in Kiosk A - F
Comitting some mitting metas
More neon sign work - new art, LOD0s only so far, some texture adjustments
replaced door meshes with door prefabs on kiosks
apartment doors lods, collision and static prefabs
merge from apartment_complex_monument/prototype -> apartment_complex_monument
renames for wall tiles mosaic textures
Route VM inventory to admin panel
Remove intial vending orders
Initial flow for left over items/earnings being stored (similar process to ReclaimTerminal)
Disable VM broadcast option
Route vm admin to a control panel
Can now paint the sign while interacting with the rentable shop
merge from main -> apartment_complex_monument
Moved neon signs into generic props folder. Started first pass of texturing + material setup. Proper art for "open" neon sign. Rest is WIP.
colliders for the previous batch of prefabs
apartment complex windows/doorframes and glass lods and prefabs
concrete debris and rebar lods and prefabs
Apartment complex b mesh fixes
Bitumen roof texture tweaks
Window atlas texture value fixes
Adding some roof barriers models to the apartment complex main building
scene save
Adding collider meshes for the road prefabs that were introduced for the apartment complex
added some fake interior boxes to the broken windows prefabs
tweaked rooftop material to fit the new bitumen roof textures
Bitumen roof texture set rework and masks
Renamed bitument roof textures for consistency
kiosk shop sign lods and view distances/resolution for painting
First pass on admin vending machine support
Adjusted texture size of shop A sign so it doesn't get rejected on the server
Fixed OwnerID of entities not being sent out to clients if the old OwnerId !=0 and the new id == 0
Fixed lock logic for signs
Fixed leftover faces from interior/exterior kiosk splits
Apartment stove FX & lighting prefab & related files.
Perma-enable attached it to the prefab, for now.
Rentable shop first pass setup, just setting up verison A for now
Can open and close the shop via E for now
Enabled/disables appropriate roots on the prefab to hide/show shutters, interior contents, etc (bonus side effect, we can disable all of the interior set dressing while the shop is closed)
Spawns a shopkeeper and invisible VM when opened