branchrust_reboot/main/building_blocks_2020cancel
184 Commits over 122 Days - 0.06cph!
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fixed a material assignment in toptier landing prefabs
better looking gibs for wood and stone floor blocks
fixed orientation of triangle roof greybox pieces as triangle blocks pivot isnt center
Roof conditional pieces (greybox quality) + prefabs
landing conditional prefabs update
new landing pieces (models/gibs/colliders)
Renamed foundation steps to steps and updated desc
Unlock both square and triangle versions of the floor grill and ladder hatch with a single research
ItemBlueprint has additionalUnlocks list to unlock items other than the item they belong to
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Added floor socket to triangle spiral stairs to remove the conditional model when a floor is next to the stairs
ModelConditionTest_SpiralStairs now handles both square and triangle spiral stairs, removed ModelConditionTest_SpiralStairsTriangle again
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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
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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
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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