branchrust_reboot/main/crypt_building_skincancel
27 Commits over 31 Days - 0.04cph!
Fixed issue when meshes with and without uv2 channel were combined in the same batch
crypt building skin works with upgrade_radius and related commands
big merge from main
autoresolve conflicts in roof.prefab and roof.triangle.prefab
Foundation corner conditional model checks
Foundation corner sockets
Added ModelConditionTest_FoundationCornerLeft and ModelConditionTest_FoundationCornerRight
enabled serverside collider on crypt skin bottom line conditionals
less ambient occlusion after all
disabled batching on roof decal meshes as it fucks the rendering of decals up
fixed smoothness of softside stone wall being empty
polish on atlas textures with AO pass reinforced where skulls are
some vertex normal weights polish on doorway and window blocks
added doorway and window blocks projected decal for the bone ornaments
crypt bones decal projector files/textures
foundation triangle crypt displays correct wall type
re-applied crypt building grades to blocks post merge
creation gibs gib replacement update
floor and wall frame models and prefabs
crypt building skin prefabs, building grade
work in progress on block prefabs - bespoke collisions
work in progress on block prefabs backup
RW on blocks, work in progress on block prefabs backup
crypt building skin blocks models and gibs
updated textures, materials
current progress for skin blocks parts and material
material iteration, bespoke gloss for soft side mud wall look based off plaster_c
crypt building skin atlas textures and material setup