branchrust_reboot/main/artist_pack_dlccancel
384 Commits over 123 Days - 0.13cph!
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
Paintable windows are destroyed when a player boat sinks
Paintball gun progress
Paintball splats still using placeholder decals but are showing with the right colours for all players
Paintball pellet colours also now getting updated in viewmodel
artist pack deployable sounds
NRE fix for construction with no deployable component (building blocks)
Added a field to disable the deploy guide being pulled towards the player camera. For some deployables its not necessary and it adds an annoying offset in between the guide pos and the actual pos the deployable will spawn at
Disabled on all frame prefabs
Add ItemModChildIO to lightup frames, for power usage in inventory menu
fix ornate frame label placement
Paintable Reactive Target - Updated textures
Paintball Gun - added ammo box
Paintable reactive target is now a redirect skin of the reactive target
set paintable resolution on paintable window again
Painting menu now only remembers the exact painting source when loading cached rotations, instead of remembering by same name of prefab
ornate frame placard scaled up 150%, fixed lod distances on small artist canvas
removed medium frames from craftable and set to hidden
made medium frames hidden and uncraftable
renamed artist canvasses to be more consisten with other frames - xs > small, small > medium, medium > large, large > standing
window.paintable.skin icon
Paintable window is now a rediredt skin of the strengthened glass window
moved artist canvas folder to artist_dlc folder
Red paintballs made orange
Yellow paintballs shifted to maintain spectral spread
artist canvas set up large vehicle on sockets and ground watch
Fixed gib pivots, fixed bleeding of paint on to duct tape, XS canvas icon generation
large vehicle layer on sockets and groundwatch for ornate canvasses
Paintball splats & colours.
Added XS frameless canvas, ran manifest
Moved the paintable reactive target in the artist pack folder too
Paintable window deployable on boats
Reorganised the frame prefabs into an artist pack folder
Modify hat/head wearables which had head clothing slots set for both under and over to now only be set to over, so that they can be worn with clothing items which are set to be underneath head.
This is in line with other head item wearables.
Paintball gun - new ammo material updates
exported paintable target rig with latest mesh
- Paintball overalls mostly functional
- Update WearableNotifyConditionalClothing to be able to check for clothing both under and over the source wearable, and for a clothing slot match only on specific slots
- Changed PlayerModel.HasClothingUnder to return the bitmask value of all clothing slot matches both under and over the source wearable
- Remove garbage allocations from SkinnedMultiMesh.FindParts