branchrust_reboot/main/fix_barricades_rocks_monumentscancel

17 Commits over 0 Days - Infinitycph!

2 Years Ago
S2P fishing_village_a & harbor_1 again to avoid stomping MeshLOD changes
2 Years Ago
Merge from main -> fix_barricades_rocks_monuments
2 Years Ago
Merge from main -> fix_barricades_rocks_monuments
2 Years Ago
S2P everything again because somehow arctic research base got missed
2 Years Ago
Rearrange placement checks so "Can't Place On Road" always shows first
2 Years Ago
Fix SocketMod_RoadCheck not checking for custom tags
2 Years Ago
Use new custom tag system since Ring Roads already use the "IgnoreCollider" tag
2 Years Ago
Block all 4 barricades from being placeable on concrete roads (inside or outside of monuments) but allow it to be placed on dirt paths / dirt roads
2 Years Ago
Tag all generated road meshes with "Road" tag (ring road) Add new component "SocketMod_RoadCheck" which prevents building on roads
2 Years Ago
Fix road check so it works on both TerrainCheck and SphereCheck (different prefabs use different building checks)
2 Years Ago
Allow barricades to be buildable on roads
2 Years Ago
Add support to allow prefabs to be placed onto roads
2 Years Ago
S2P all monuments
2 Years Ago
Tag trail paths in monuments so barricades can be placed
2 Years Ago
Modify the placement checks to take into account the new tag, barricades can now be placed onto rocks inside monuments
2 Years Ago
Add tags to rocks - v2 rocks - v3 rocks - rock formations
2 Years Ago
Add ability to tag all colliders of a prefab - use a component to store the tags if the GameObject already has a tag - add editor tool to add tags to multiple prefabs Add "AllowBarricadePlacement" tag - used to tag colliders on world layer inside monuments that are rocks and shouldn't block barricade placement