branchrust_reboot/main/artist_pack_dlccancel
384 Commits over 123 Days - 0.13cph!
- Paintball overalls now have the applied colour saved as part of the item data. This enables being able to dress up mannequins with different coloured overalls. Also fixes corpses overalls colour if swapping out the corpses worn overalls
- Mannequins now do the check for clothing occupying under/over clothing slots. This fixes overalls not updating to the correct hood up/down mesh when on mannequins
- Paintball overalls item icon now updates to show whatever colour that overalls item last had applied
- Removed an unnecessary allocation when saving mannequin protobuf data
- Fixed a pool leak in PlayerModel when updating overalls colour
resized artist pack images for steam and added to steam item
Disabled Tug boat spawns - they were the test bed which led to player built boats. Will explore reintroducing in future
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Refactor Easel LOS checks
Shorten time to first LOS check
Update to Easel LOS, now checks deployable layer
set paintable reactive target culling distance to 100 from 35
reduce paintball gun attack/impact volume a little bit
update easel LOS from shelf
Extra LOS checks for easels being blocked by deployables
Collider fix for paintable reactive target
Fix reactive target being lowered after network range re-enter
Fix issues with paintball overalls not always updating colour on the viewmodel arms
fix camera not resetting in painting menu
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