branchrust_reboot/main/gib_poolcancel
82 Commits over 395 Days - 0.01cph!
Single and double door gibs no longer apply skins, currently there's no way to stop the skin material being unloaded while gibs exist in the world (will revisit next month)
Fixed throwable easter egg gibs
Gibbable editor now displays a warning if the mesh has r/w disabled and no overrides had been set up
"Sync override list" option now auto assigns box colliders to everything
Set up gib overrides on snowman, bear trap, solar panel, storage monitor, scarecrow, tuna light and reactive target
R/W updates for external walls and gates, ladder and triangle hatches and grill
More gib r/w updates:
Rowboat, kayak, workcart
Single and double doors (also updated these to show the skin of the destroyed entity on the gibs)
Added code support for Matt's new gib particles, can be enabled with a drop down on the gibbable component and caches the bounds of the gibs
Disabled for now
Enable r/w on engine_module_Gibs and tier1WorkBench_gibs
More gib overrides and read/write disabling:
Ice walls
All car chassis's and modules
Igniter, sprinkler, tesla coil
Powered water purifier, water pump
Added gib overrides and disabled read/write on some high memory meshes:
Chippy arcade machine
Fluid switch
Piano, xylophone and drumkit
Beach chair, parasol and beach table
Wooden watchtower
SAM sites
Beds
Graveyard fence
Workbench 1, 2, 3 (and removed gibbable components (from static versions)
Computer station
Chocolate eggs
Neon signs
Added a shrink colliders option to the gibbable editor
This shrinks colliders on the gibs until there are no longer any overlaps
Should help some gib setups with lots of overlapping pieces exploding apart when destroyed
Fix gibbable editor displaying a mesh when no meshes have overrides
Revert unintended fuel generator change
Merge from gib_pool/blocks
Find gibs without overrides menu option
Added effects.clearallgibs command to immediately clear all active gibs
Gibs now look up their material on the root object if sourceMaterial is assigned (fixes skinned items not getting skin applied to gibs)
Apply scale override to mesh override positions so gibs aren't spawned at the correct scale but at unscaled positions
Another rotation change for items with offset gibbable components
Don't parent building block gibs
More rotation tweaks
PrefabAttribute Equals override now ensures it's comparing another PrefabAttribute before comparing
Roll back module entity changes (causing merge issues)
Remove from benchmark list
Moved client gib creation to a new virtual SpawnGibs method that gets called from DoDestroyEffects
New SeasonalTimedExplosive class to manage gibs since we can't disable the gibbable on the gameobject any more
Spawn all car gibs
Tweak position/rotation calculation
Fixed car conditional gibs not working
Added a uniqueId field to Gibbable to help identify specific components in situations where we need to only deploy specific gibs (like with car components)
Code review:
Use prefab resource id instead of calling StringPool
Merge from gib_pool/merge
Fixed spawning gibs for conditional models that aren't active
Gib preview sprites in editor UI now appear immediately
Added an UI prompt to disable r/w on meshes that are fully overriden by primitives
Make sure prefab exists in ConditionalModel attribute setup
Re-enable auto sync transforms