branchrust_reboot/main/building_blocks_2020cancel
164 Commits over 122 Days - 0.06cph!
ModelConditionTest_SpiralStairs now handles both square and triangle spiral stairs, removed ModelConditionTest_SpiralStairsTriangle again
Added ModelConditionTest_SpiralStairsTriangle to show the landing on the triangle spiral stairs (TODO: Remove the landing when a floor is placed next to the triangle stairs)
DeployVolume checks ignore colliders on game objects that are tagged with DeployVolumeIgnore
Added DeployShell to walls and floors
Added DeployShell to unify deployable placement on building blocks, no matter what their tier is
Made a couple of building block gizmos only show up if the actual component game object is selected (not when the root game object is selected)
Removed standard_collider from several building blocks (will need a different solution, this doesn't work)
Fixed metal triangle spiral stairs using the square spiral stairs movement colliders
Fixed twig and wood triangle spiral stairs using the square spiral stairs movement colliders
Fixed position offset on twig triangle spiral stairs movement collider
roof block art maintenance before roof conditionals are started
Unified roof colliders thickness across the board
See if parent objects can be deleted as well (if they are empty) when stripping PrefabAttribute scripts (greatly reduces building block memory footprint, shouldn't cause any issues with player rigs but will need testing)
Fixed ramp metal tier colliders not existing on the server
common import options across all tiers
cleanup of folders
spiral stairs: further collider tweaks
fix for projectiles unable to go through armored steps
added movement layer collider to remaining stairs that needed it
Fixed "Hammer overlay Z fighting on wooden, stone and sheet metal ramps"
Fixed foundation.steps.stone having shadow casting enabled on the main mesh (in addition to the shadow mesh)
Triangle floor and triangle foundation stair socket parameters are more in line
Fixed triangle spiral stairs making it impossible to replace certain walls after they've been destroyed
Fixed several overlapping placements of the different stair types
Fixed "Triangle floor frame cannot be build over furnace like we allow with square "
Moved the spiral stairs colliders up to encompass the steps fully (movement layer issue)
fixed disabled shadow renderers on blocks
set server cull tag on necessary objects
fixed incorrect surface type on ramps
Added batching script to lots of the new models
Added pooling script to window wall corners
Fixed spiral stairs conditional model
Tweaked ramp and step socket handles on the foundation and floor for easier placement
New foundation steps icon
Remapped metal.shopfront to fit latest building atlas texture changes
fixed incoherent normal import options on stone walls, stone low wall matches other walls thickness
stone corner conditionals look better across all angles
special stone corner for wall.window block
Fixed radial menu regressions outside of building plan
Added poolable component to several new building block pieces
Pie menu rearrangements to make the new building blocks more muscle memory friendly
Pie menu supports button splitting when 2 entries are set to the same priority
Ramps soft collider uses transparent layer instead of collider info
Fixed missing backface on twig ramps thatched fluff
Reworked prefabs of stairs.triangle.spiral/stairs.spiral stone and toptier to mirror previous stairs setup
foundation.steps remodel to fit floors/no clipping through walls as well as continuous slope
some UV rework on wood foundation blocks
Tweaked triangle spiral stairs deploy volumes for easier placement
Tweaked spiral stair sockets on triangle floors and triangle foundations for easier placement
Socket_Base.socketName is ReadOnly instead of HideInInspector (easier to debug)
Ramps and foundation steps can be rotated before placement (but not afterwards)
Stairs (L / U / spiral) can no longer be rotated after placement (only before)
Construction.canRotate is now split into canRotateBeforePlacement and canRotateAfterPlacement
Fixed half of "Unable to replace foundation in front of foundation steps"
Fixed stacking of L / U stairs and ramps / steps / spiral stairs
Fixed "Unable to replace wall if destroyed next to spiral stairs"
Updated foundation, ramp and step prefabs
Only show conditional wall corners if the building blocks are the same grade
Disabled rotation on ramps since it breaks post-placement
Foundation.steps legs removed, updated all models/colliders/gibs
Redesigned metal tier walls, incl. models/gibs/colliders
Removing unused roof models
Re-textured the corrugated_b set / updated building atlases
Foundation steps no longer grounded
quickfix foundation.metal.wall re-link meshes after name change