branchrust_reboot/main/building_skins_3/building_skins_4cancel
88 Commits over 153 Days - 0.02cph!
assigned LODs on foundation wall b/c/d
Setup random variants to roof's bottomline prefabs
Various fixes and improvements:
- foundation & foundation.triangle floor creation gibs spawned the gibs of all conditional floors instead of just the chosen one
- wall.low & wall.half were having issues with the randomization of their variants
- upgrading a roof to frontier kicked the player out of the game (NRE)
- foundation walls now correctly randomize their variants (each side can have a different variant)
fixed wall_full_b lods not being set in rendererlod script
added variant conditional prefabs for wall.doorway, wall.window, wall.low, wall.half, roof, floor, floor.triangle
setup in main prefabs of frontier skin
Applied A, B and C variants to frontier wall
Added ModelConditionTest_Variant to add multiple variants of the same conditional model
frontier roof vs floor: round 2
gingerbread triangle roof gap
fixed offset in gingerbread triangle roofs colliders
fixed offset in gingerbread roof top line concave conditionals
continuity improvements on gingerbread roof meshes features
removed conditional wood topping on gingerbread triangle roofs
gingerbread triangle roof blocks pivot offset fix
some extra frontier roof colliders fix
fixed missing construction skin on roof.traingle.gingerbread
fixed triangle up collision gap at top of hexagon roof
tweaked distance for roof bottom line cull
removed leftover brick conditional corners from frontier foundation prefabs
fixed bumpyness on toptier/gingerbread/frontier foundation steps colliders
Fixed incorrect surface types on the movement collider of frontier stairs
changed gingerbread building skin to a nonconflicting unlock ID
frontier and gingerbread can now be used in standalone, temp unlock ID1
legacy wood shelter final art / basic deployable prefab setup
sealed walls conditional corners from the top for better visuals
Assigned rock surface type consistently across all stone tier and stone tier skins instead of stone surface type
fixed some brick roofs not casting shadows
reduced patterning on brutalist wall segments
changed the decal type in roof.triangle.up
Adding concrete_leaks_f thinner profile decal to work best when overlaps happen
Fixed brutalist still using HQM instead of stone
Brutalist skin now Stone replacement
Fixed several gibs r/w issues
Added normal maps for concrete decals
Enabled normal map on new decals
cherrypicked from decal fix
Shipping container fixes to triangle up / down roof pieces (better alignment)
fixing several bugs
improved destruction gibs on frames and foundation steps
cherry pick from /editor-decal-update-fix
Linked the Prefab Context Editing Scene in the right field in Project Settings so all artists can use
Prefab context editing scene (contains Main Camera and Skydome)
added decal prefabs to relevant building blocks
concrete decals polish pass, resized, added some cracks decal
removed previous textures