branchrust_reboot/main/artist_pack_dlccancel
365 Commits over 123 Days - 0.12cph!
edited paintball gun backpack holstered position in the paintball gun entity
XL and XXL frames set to unlootable to stop photoframe ui element
tweaked names on some frames so they display correct size (large, extra extra large)
easel deployment clean up, removed extra sockets, less restrictive volumes, removed comfort volume
paintball overall base craft pass (likely disable face overing later)
No longer needs a WB level 4?!
now craftable
Update paintball ammo UI sounds and fix description localization key
paintball ammo craft pass
fix easel not deployable on rocks, breaking on boats
reactive target unstuck-ing force trigger collider
Paintball projectile is its own thing instead of a glowing tracer. (Needs tinting in code)
- Paintball gun no longer applies paintball colours to the particle effects of entities which have custom impact effects setup
- Fixed train bell dinging every time we just wanted to know what its impact effect is. Bell now dings when it's attacked
Add DecalOffset component to allow decals to be offset along their relative y-axis
Added this to paintball decals to fix most issues of them not appearing on some building surface types. Still an issue for the hard side of shipping container walls, might need an additional option to set per surface type.
Fix paintball and pistol ammo english strings
Fix paintball impact decals sometimes using generic bullet impacts
Other impact effects should now be set to global if the effect happens to land on an entity. Global impact effects have spawn distance behaviour disabled if the initiator player is the local player. Looks like a bug, as it was set to be global if we hit non entities.
Refactor reactive targets, removing duplicated code and fixing collider issues on standard reactive target
fix large ornate frame easel socket again
Removed IO hover text for signage, which has no IO connections
Paintball Gun - removed refraction material from 3p models, now only in 1p
shutter frame network range fix
Added a blit texture specifically for transparent refraction on view model objects
disabled "lockable" on frames
Update some damage protection properties for paintball damage type
Similar to the water gun the server already sets damage to 0 if we're not hitting the right kind of entity, but made sense to update these anyway
These damage protection properties also had not been configured correctly for bee stings and water
Adding player skin component to overalls
Adding skeleton skin component to paintball overalls arm mesh
Fixed paintball overalls clipping camera when doing gestures
Updating paintball overall prefab with new arm mesh
Adding arm mesh back to paintball overalls
Paintball overalls colour lookup tweaks
Paintball Gun - missing viewmodel adjustments
Paintball Gun - swapped hopper shader and material adjustments to avoid exploits
Added wearable tag to overalls prefab
Icon update
Brightened overalls so their multiplied colour better matches the paintball colour
Other minor texture fixes
Deleting duplicate hopper mesh for paintball gun
Squash compiler warnings on server profiler test
- Fix null exception that could occur from putting paintball overalls on mannequins
- Fix issues with paintball damage, now should only do a tiny amount of damage to players, animals and NPC's, 0 damage to everything else. Does more damage if you're wearing overalls and shooting another player with overalls
- Add separate servervars for scaling standard paintball damage and damage when overalls are on
- Fix paintball colour not updating correctly in local 3rd person camera
- Fixes for when entering network range of another player who is holding a paintball gun, their colour and ammo amount should now be showing correctly
Update frame IO subent source items
set frame and canvas stacks to 5 to mirror picture frames
Syncvar fix for shutterframes
tweaked colours on paintball icon (i had saturated but its too much)
added updated paintball icon
Reduced timer for LOS easel checks, added max distance