branchrust_reboot/main/decor_lighting_dlccancel
317 Commits over 92 Days - 0.14cph!
Cozy Beanbag Seat - Updated textures and materials, updated WIP gibs
Chandelier raise/lower interaction priotity logic
Chandelier progress
Prefab tweaks
Added DisabledIf attribute for entity menus, for when you want to show a disabled interaction
very weak angular drive spring on ceiling light so it can't rest weirdly but still tilts nicely
String lights generation optimisations and refactoring
Lights and batched mesh are culled
Fixed changing graphics quality turning all string lights off
merge from decor_lighting_dlc/wallcabinet
Updated fluorescent light icons
Only update the ceiling fluorescent light cables when the light has been recently damaged
CeilingLight code cleanup
Fixed ceiling fluorescent light collision issues
Hanging fluorescent light setup
Added TransformLineRenderer for the cables
Fluorescent light prefab setup, deploy volumes, colliders, io etc
Spotlight collider tweaks, added a large interaction collider
Electric table light prefab minor cleanup
Renamed all lights in the pack to match the other IO items
Make sure to reset spotlight spring values on destroy
Spotlight: tweaked IO, deploy volumes and colliders
Changed the guide mesh
Christmas light setup following string light spawning changes
Bulbs are poolable
String lights can spawn multiple prefabs, picked randomly
Batching works with different prefabs and submeshes
Spawned point lights are poolable
import settings on bulb models
removed third material from bulbs
switched to just use cutout texture on bulbs
Beanbag Seat - Initial prefab setup with model, lods and basic textures, item and manifest
Chandelier - WIP textures, small mesh fixes
Fixed rogue pixels in the bulb emissive texture
String light bulbs are now combined together into a single mesh
Tweaked fairy light line mesh width to fix the weird line corners
Removed some placeholder materials
Enabled GPU instancing on fairy light bulb material
Blend player aim dir and player position when adjusting spotlight orientation
Fixed spotlight placed on the ground or ceiling not having 360 yaw range
Also aligned the model so its not biased towards a direction
Orientable spotlight setup
Polished the client movements, used a damped spring
ResetStaticFields on BuildingManager
Codegen
Chandelier - Missing metallic texture (thanks unity)
Chandelier - Replaced basemesh with baked lowpoly, corrected lightbulb positions
Don't allow non clothing or clothing that would be considered conflicting to be loaded onto the mannequin
Update mannequin to mimic player part creation process using a new skin set, this will allow us to selectively disable the parts of the mannequin like we do player parts
Allow the mannequin inventory to be opened
Chandelier - Split movable mechanical parts, added new cable mesh with matching size
Chandelier - Moving chain material setup
Chandelier - added material, tweaked FBX properties
Chandelier - Updated blockout mesh, added chain trim material