branchrust_reboot/main/building_blocks_2020cancel
184 Commits over 122 Days - 0.06cph!
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
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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
Allow placement of steps and ramps on top of floors
Changed foundation.steps to allow placement on top of foundations, similar to the new ramps
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Fixed certain conditional corner rejects not working when mixing different wall types (like walls and doorways)
Refresh neighbours when rotating a building block (for conditional models)
Ramp is no longer considered grounded (fixes ramp not destroying when foundation is destroyed)
Fixed ramp construction placeholder mesh
Ramp conditional model fixes
Ramp socket revamp for more reliable placement
Ramp conditional model script fixes
Building block plywood textures (out of atlas)
Renaming/Moving models for clarity
Wall corner conditional model scripts support wall.half, wall.low, wall.doorway and wall.window
Added conditional corner scripts and links from wall block to wall.half/wall.low/wall.doorway/wall.window blocks
Some manifest prefab changes
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
Forgot ConstructionSocket.cs
First round of piral stairs tweaks and fixes
Wall corner conditional model prefab updates
Wall corner conditional model implementation
Use LOD1 geometry for shadow casting on corner conditionals
Conditional corners prefabs/setup
All tiers conditional corners gibs models
Toptier wall/half/third corner conditional meshes/colliders
Metal tier wall/half/third corner conditional meshes/colliders