branchrust_reboot/main/building_skins_3cancel
255 Commits over 702 Days - 0.02cph!
going through lists of checks for brick skin release
disabling crunch compression on building parts texture atlases
disabling crunch compression on building parts texture atlases
fixed sliver gaps in floor conditional, potential fix for shadowing artefacting too
Stairs spiral - Moved collider to parent
enabled forceVisible flag on SC skin RendererLODs
Added rendererbatch components where it made sense
Added LODComponent.OccludeeParameters.ForceVisible to disable occlusion culling entirely for a renderer
Optimized BaseEntity.IsOutside since it'll be called quite a bit more now
Fixed ModelConditionTest_Outside and ModelConditionTest_Inside returning incorrect results for triangle floors
Fixed SC rocket splash damage issue related to wall corners
Stairs spiral landing conditionals - Moved collider to parent, set models to server cull
shipping container skin floor and triangle floor conditional models for exterior display
prefabs setup
merge from ModelConditionTest_Outside_Inside
unpacked model prefabs in SC skin prefabs (applying prefab overrides)
fixed see through aspect on metal concave roofs
more accurate SC roof top line collider
LOD1 tweak
armored window bars collider rework
SC skin wall.window touch up
fixed vehicles being able to clip through SC foundation - this was due to vehicles not calculating conditional meshes colliders
fixed wall.right LOD3 being off
fixed SC skin roof top line models clipping into walls above it
fixed incorrect floor gibs on metal foundations
better gibs for stone ramp
set culling off on plywood material to fix leaky shadow maps at lower settings
some tweaks to floor colliders
Fixed non-shipping container gibs getting tint colours
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Fix shipping container blocks randomising colour when the server loads
merge from creation_gibs/
subtracting merge from creation gibs
refreshed stone wall frame LOD0 to be higher detail
better creation gibs for Floor frames
better creation gibs for Wall frames
removing tga color lookup in favor of png
tweaked colours to be more vibrant and varied
Make a png version of the colour lookup, solves the final pixel being read incorrectly
Shipping container colour lookup now uses a texture sample on the COlour lookup asset (editor only, caches the colours for runtime)
fixed triangle foundation and floors stairs sockets being offset VS square blocks
added DeployableIgnore layer to SC skin stairs landings
fixed floor frames/wall frame gibs material glitch - thanks 3dsmax ~]#£$%
Tweaked inside sockets range to help with placement - it seems most values are picked at random, possibly from cloning old prefabs as a base. A value of .150 seem to ease placement on most surfaces
final pass on SC textures
specific adobe skin construction gibs models
specific destroy gibs for armored stair landings
fixed some wood tier gibs transform rotation
more texture polish to SC skin interior wood
revamped plywood texture for SC skin - brighter, more familiar with metal tier
all inside walls get colour