branchrust_reboot/main/automated_test_entity_bounds_fixes/misc_prefab_fixescancel
11 Commits over 0 Days - Infinitycph!
Extended the DeployVolumeOBB on woodframe.standing to extend along the whole face of the frame (also fixes it being able to be placed through floors).
All `Deployable_WorldSpaceBounds_NotSignificantlyLargerThanDeployVolume` tests now pass :tada:
Wooden floor spikes : slightly increased the NotInBox to fix the 0.62m overhang. Test now passes
Barbed wooden barricade : slightly modified the NotInSphere's to fix the 0.7m overhang. Test now passes
Forgot to make the wooden barricade prefab not active again after changing it last commit
Wooden barricade : slightly modified the NotInSphere's to fix the 0.63m overhang. Test now passes
Medieval Barricade : raise the NotInSphere's slightly to fix the 0.57m test failure overhang. Test now passes
Fixed above ground pool being able to be clipped into construction on placement
Fixed DeployVolumeOBB on the paddling pool
- Only use 1 volume rather than 2. 1 volume now covers the base and slightly above the pool to prevent clipping into construction
- Added vehicle large to the layers
Tidied up DeployVolumeOBBs and added the Construction layer on the fireplace so the left/right sides cannot clip through walls when placed
Fixed ancient floor spike setup that used 4 spheres for placement checks that had many gaps, allowing you to place spikes over small items.
Now using a single box for the check.
Fixed triangle planter and triangle railroad planter variant deploy bounds.
- Increased height of existing edge bounds so it can't be placed over small items
- Repurposed and fixed old deactivated centre bounds to cover the gap
- Renamed/reorganised the objects in Unity
- Tested in editor. Snapping, planting and other behaviour is preserved