branchrust_reboot/main/building_skins_3cancel

255 Commits over 702 Days - 0.02cph!

2 Years Ago
Compile fix
2 Years Ago
Radial menu no longer changes colour of the selected icon to white if the outline is enabled
2 Years Ago
Container blocks will now randomise colour via the construction skin component instead of using the shader world position (shader world pos was going to be problematic for gibs) Removed random option from container colour spray can wheel Upgrading a block to the shipping container skin will now use the last colour that was applied via a spraycan by that player, if the player has not used a spraycan to change the colour of a block in the current life a random colour will be selected
2 Years Ago
Don't play sound when pressing Q / E in radial menu on items that do not have Q / E options Removing more unused code
2 Years Ago
Fixed blendlayer detail color randomizer
2 Years Ago
fixed roof conditional top line offset fixed some conditionals draw distances alongside it
2 Years Ago
made foundation.steps of SC skin last lod to be see through between steps
2 Years Ago
phys material change
2 Years Ago
fixed block.stair.simple of SC skin last lod to be see through between steps
2 Years Ago
assigned surface type to SC skin gibs
2 Years Ago
removing unused gibs
2 Years Ago
fixed incorrect gibs on foundation.metal
2 Years Ago
foundation wall thinner to allow deployables better fit from stone > SC skin enabled color option on Door frame, Spiral triangle stairs, Spiral square stairs, Triangle floor frame, Square floor frame, regular stairs
2 Years Ago
Applied spray can colour radial change to wire/hose/pipe tool colour picker
2 Years Ago
Add an overlay sprite on top of the colour sprite when picking a colour for shipping container walls
2 Years Ago
Fix index out of range error on a specific spraycan colour
2 Years Ago
Codegen (convars)
2 Years Ago
Merge from ui_tests_2
2 Years Ago
precision tweaks to roof triangle up collider
2 Years Ago
fixed concave conditional lookup being hooked up with a convex piece
2 Years Ago
removed offset in SC triangle.down prefab
2 Years Ago
removed offset in SC triangle.down prefab
2 Years Ago
Fixed potato graphics metalness issue on SC material
2 Years Ago
fixed jittery SC foundation steps
2 Years Ago
Fix spray can not being able to colour shipping container blocks (Don't hard code the skin id, exposed a supports colour change toggle on the BuildingGrade asset)
2 Years Ago
Merge from main
2 Years Ago
changed import settings on collider meshes for SC skin
2 Years Ago
more accurate colliders for SC floors
2 Years Ago
fixed offset in SC triangle.spiral prefabs
2 Years Ago
Displaying softside detail up to last LOD, at the cost of an extra drawcall on walls
2 Years Ago
Fixed incorrect SC convex roof piece highlight - bad transforms
2 Years Ago
fixed SC floor frames gibs assignment
2 Years Ago
fixed SC foundation hole nexto adjacent tiers
2 Years Ago
eliminating gap between roof and wall from LOD2
2 Years Ago
fixed regression disabling tint on shipping container material
2 Years Ago
visually different softside for SC wall.half
2 Years Ago
subtracting 81366 - shipping container bundles
2 Years Ago
Updated shipping container bundles private -> content
2 Years Ago
shipping container building skin unlocked with 10220 Adobe building skin (placeholder)
2 Years Ago
Merge from main
2 Years Ago
Fixed gibs not matching colour Bug fixes
2 Years Ago
Apply new construction skin component to all container prefabs
2 Years Ago
Play animation and fx
2 Years Ago
First pass spray can logic
2 Years Ago
tweaked tintset value to fluctuate more fixed vertex alpha being wrong on wall_low LOD0
2 Years Ago
combing shipping container skin prefabs for left over fixes fixed gibs bounds and overrides, incorrect surface types, checked layers
2 Years Ago
merge from main
2 Years Ago
fixing some roof top line prefab issues with shipping container skin
2 Years Ago
added bespoke roof.adobe.top.line.end.left fbx model to avoid negative scaling
2 Years Ago
Ensuring 'server cull' tag is set on the relevant objects inside adobe skin prefabs, some meant to be were left untagged