branchrust_reboot/main/artist_pack_dlccancel
368 Commits over 123 Days - 0.12cph!
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
Add LOS check to sign painting when on an easel, WIP still
merge from main -> artist_pack_dlc
Fixed large ligth up frame and small and large ornate frames not deployable on some wall grades
Paintball Gun - added paintball ammo icon
artistcanvas paintable source is now lod0 instead of parentgroup so not all lods are displaying in the paintscene
Fix paintball impact effects being all fucked up
syncvar partial fix on shutterframes
Fix paintable reactive target colliders (ty aron)
Fix server/none compile errors
- Setup paintball gun third person ammo effects
- Modified paintballl gun world model ammo shader so it has a smoother transition between filled and empty
- Fix overalls viewmodel arms colour being updated from other players
Paintball Gun - added worldmodel outline to gun and ammo box, set up correct box for the ammo type
Fix photoframes not censoring properly
Easel extends preventbuilding collider when painting is socketed, to prevent double placements
Paintball decal color tweaks.
Paintable reactive target head uses a new capsule collider instead of a box, for better orientation of FX.
Also uses Metal instead of MetalBell physics material. Fixes impacts.
Fixes for getting the predicted post reload ammo count and paintball gun viewmodel
Remove some unnecessary allocations from methods in BaseProjectile
- Paintball gun viewmodel improvements
- Add method in BaseProjectile for the client getting the predicted ammo count at the end of the next reload, can be used to update visual stuff without having to wait for the actual ammo count to update, ala paintball gun
- Remove useless code from HeldEntityHolsterEditor that was throwing null exceptions
Full set of paintball splat decals & related files.
Bulb material consistency
- Paintball impact particle effects setup, unintentionally causes multi coloured water splash effects but it kind of works so fuck it
- Some small work to paintgun viewmodel
- Rebuild manifest, commit changes relating to this DLC pack
paintable window deploy guide mesh
pulled paintable surface of ornate frames and shutter frames away from wall and fixed collision so they now work with wallpaper
Enable FX for lit frames & related files.
Add small arrow on guide of paintable window to indicate which face is paintable, also match durability reduction on pickup of normal reinforced window
artist pack description update
renamed scrap frames to shutter frames in name and description json
Paintball Gun - replaced worldmodel ammo MeshLOD with LOD Group so it plays nice with play mode
Paintball gun viewmodel change somehow missed commit
Fix null ref on paintball decals
Fix paintball overalls having both mesh groups visible without a hat on
Unlit bulb mesh cull distance from 100 to 20.
added material to baked paintball mesh and added to lodgroup
Adjusted the lightbulb material.
Paintable Reactive Target - Re-rendered icon with proper shaders, simplified floor collisions, adjusted target collisions angle when down
hooked up metalrough and ao to lightup frame material, must have been missed when we switched shader
Paintball decal overhaul (backup commit for a different task, ignore oddities for now)
frameless canvases - moved tape outwards to improve tiling
Tweaked light-up frame sockets so they don't stick in wall too much
Fixed spray can reskinning always showing "Blocked by intersecting player" when blocked instead of the real deploy error