branchrust_reboot/main/building_blocks_2020cancel

184 Commits over 122 Days - 0.06cph!

4 Years Ago
Pie menu supports button splitting when 2 entries are set to the same priority
4 Years Ago
Ramps soft collider uses transparent layer instead of collider info Fixed missing backface on twig ramps thatched fluff
4 Years Ago
Reworked prefabs of stairs.triangle.spiral/stairs.spiral stone and toptier to mirror previous stairs setup
4 Years Ago
foundation.steps remodel to fit floors/no clipping through walls as well as continuous slope some UV rework on wood foundation blocks
4 Years Ago
Tweaked triangle spiral stairs deploy volumes for easier placement
4 Years Ago
Tweaked spiral stair sockets on triangle floors and triangle foundations for easier placement
4 Years Ago
Socket_Base.socketName is ReadOnly instead of HideInInspector (easier to debug)
4 Years Ago
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)
4 Years Ago
Construction.canRotate is now split into canRotateBeforePlacement and canRotateAfterPlacement
4 Years Ago
Fixed half of "Unable to replace foundation in front of foundation steps"
4 Years Ago
Fixed stacking of L / U stairs and ramps / steps / spiral stairs
4 Years Ago
Fixed "Unable to replace wall if destroyed next to spiral stairs" Updated foundation, ramp and step prefabs
4 Years Ago
Only show conditional wall corners if the building blocks are the same grade
4 Years Ago
Disabled rotation on ramps since it breaks post-placement
4 Years Ago
▉▄▄▉▍▌▊█ ▊ █▍▆▊▍▉▇▌██ ▆▋ ▋▄ ▅▍▊▅▆▋ ▅▅▍▇▊ ▊▄▍▅▌▌▄ ▄▌▄▅ ▋▍ ▆█▅▅ ▋▍▄ ▌▌▍▍▊▇
4 Years Ago
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
4 Years Ago
Foundation steps no longer grounded
4 Years Ago
quickfix foundation.metal.wall re-link meshes after name change
4 Years Ago
Allow placement of steps and ramps on top of floors
4 Years Ago
Changed foundation.steps to allow placement on top of foundations, similar to the new ramps
4 Years Ago
▋▄▇▇▊▅█ ▇█▍▌ ▊▆▆▋▅ ▉▇▉▄ ▅▇▇▆▊▋▍▅ ▇▋▉▄
4 Years Ago
▆▋▊▄▅▆▍ ▌▇▉▅ ▍▉▋▄█ ▅▋▉▊▄ ▅▅ ▌▉▅▄▉▅▍ ▆▋▇▋█▉▍ ▆▌
4 Years Ago
Fixed certain conditional corner rejects not working when mixing different wall types (like walls and doorways)
4 Years Ago
Refresh neighbours when rotating a building block (for conditional models)
4 Years Ago
Ramp is no longer considered grounded (fixes ramp not destroying when foundation is destroyed) Fixed ramp construction placeholder mesh
4 Years Ago
Ramp conditional model fixes
4 Years Ago
Ramp deploy volumes
4 Years Ago
Ramp socket revamp for more reliable placement
4 Years Ago
Misc socket type
4 Years Ago
Ramp conditional model script fixes
4 Years Ago
Building block plywood textures (out of atlas) Renaming/Moving models for clarity
4 Years Ago
Forgotten script
4 Years Ago
Wall corner conditional model scripts support wall.half, wall.low, wall.doorway and wall.window
4 Years Ago
Added conditional corner scripts and links from wall block to wall.half/wall.low/wall.doorway/wall.window blocks
4 Years Ago
Some manifest prefab changes
4 Years Ago
Merge from main
4 Years Ago
Standardised all building walls and floors thickness through a shared set of colliders on the 'usable' layer. Tier specific colliders are set to shootable, etc. This should solve objects destroying on walls on upgrade and others
4 Years Ago
merge from main
4 Years Ago
pre-merge backup
4 Years Ago
Forgot ConstructionSocket.cs
4 Years Ago
First round of piral stairs tweaks and fixes
4 Years Ago
Wall corner conditional model prefab updates
4 Years Ago
Wall corner conditional model implementation
4 Years Ago
Merge from main
4 Years Ago
Use LOD1 geometry for shadow casting on corner conditionals
4 Years Ago
Conditional corners prefabs/setup
4 Years Ago
fixing some pivots
4 Years Ago
All tiers conditional corners gibs models
4 Years Ago
Toptier wall/half/third corner conditional meshes/colliders
4 Years Ago
Metal tier wall/half/third corner conditional meshes/colliders