branchrust_reboot/main/artist_pack_dlccancel
384 Commits over 123 Days - 0.13cph!
BakeBallPositionsToVertexColor compile fix
random meta keep deleting itself
Fixed reactive target not paintable
Fixed paintable window ground watch
More rotation fixes on all frames
Fixed large light up frame sticking into walls
Standing frames rotation fix
merge from hopper_shader_test
set deploy rotation on frames to 90
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Impact splat colours vertex driven, so that we don't need a ton of mats.
toggled rotate on deploy and after deploy on frames
removed large and huge signs from easel capability
Fix window not keeping damage when picked up
set small frames and paintable window to resolutions that set their dimensions so paint marks aren't stretched
Movable colliders on reactive target are now parented to regular colliders
Fix easel deployOBB, move back camera position, cant place so close to walls
artist canvas names to put size at the end
scrapframes nowdeploy with lowered shutters that raises up after deploy
Fix all frame items missing ItemModSign and Panel set to SignPanel
fix paintable reactive target collider issue
named paintable material on reactive target
add tint from vcolor mode to FXVille Blood World Lighting
Change painting menu rotation caching to only work on the same gameobjects, trying to paint a different type of painting will reset the rotation back to default
fix large lightup frame not having interact menu with hammer
Ornate frame character limit, fix large frame text behind mesh
Fixed Scrap frame IO placements, swapped positions of power in and passthrough for lightup frame, reduced power consumption of shutter frame to 0
Fixed paintable window painting not showing at certain angles, bumped the mat render queue
Paintable Reactive Target - Updated shaders again, still no paint showing
Switched ornate frame text to a 3D mesh text, also switched to a lit shader
paintable reactive target health and protection fix, now matches existing reactive target
Paintball FX files
Work scene backup
Added some prevent building cols to the lightup frames for consistency
Fixed deploy guide on the XL variant
Syncvar saving fixes for frames and easel, fixes to ornate frame configuration menu
Fixed all scrap frames deploy volumes and missing prevent building collider
Also fixed the XL and XXL variant prefabs using themselves as deploy guides
exported paintable target rig with latest mesh and set rotational error to 0 on its anims to prevent snap to idle
Fixed all ornate frames deploy volumes and missing prevent building collider
split paintable target hit reaction anims into two parts and added to its anim.controller so the hit reaction plays instantly on every shot rather than playout the whole anim till it ready to play again
Fixed all artist canvases deploy volumes and missing prevent building collider
Paintable Reactive Target - Updated main material to standard shader (breaks paint visibility)
Paintable Reactive Target - Fixed paint leaks on other UVs (added padding), fixed deployable layers, fixed deployable guide mesh, improved IO ports positions. Rigged mesh needs updating to the new UV2 channel. Material still doesn't support met/rough
Fixed reactive target collider not updating on the server
Reactive target gibs are simplified, gib meshes are no longer r/w
Reactive target fixes
Fixed ground watch floating in the air
Simplified placement sockets to 4 corners and middle, expanded all sockets
Fixed rotation axis
fix interface compiler defines
Comment out player state stuff from paintball code for now to get it compiling on the client, wasn't totally functional yet anyway
fixed paintable window collision - thanks elliot.
repositioned paintable window collision
frame painting resolutions based on current frames