branchrust_reboot/main/gib_poolcancel

82 Commits over 395 Days - 0.01cph!

3 Years Ago
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)
3 Years Ago
Fixed throwable easter egg gibs
3 Years Ago
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
3 Years Ago
Merge from main
3 Years Ago
R/W updates for external walls and gates, ladder and triangle hatches and grill
3 Years Ago
Unsaved
3 Years Ago
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)
3 Years Ago
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
3 Years Ago
Enable r/w on engine_module_Gibs and tier1WorkBench_gibs
3 Years Ago
Merge from main
3 Years Ago
More gib overrides and read/write disabling: Ice walls All car chassis's and modules Igniter, sprinkler, tesla coil Powered water purifier, water pump
3 Years Ago
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
3 Years Ago
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
3 Years Ago
Merge from main
4 Years Ago
Fix gibbable editor displaying a mesh when no meshes have overrides
4 Years Ago
Merge from main
4 Years Ago
Revert unintended fuel generator change
4 Years Ago
Merge from gib_pool/blocks
4 Years Ago
Find gibs without overrides menu option
4 Years Ago
Merge from main
4 Years Ago
Added effects.clearallgibs command to immediately clear all active gibs
4 Years Ago
More rotation tweaks
4 Years Ago
Merge from main
4 Years Ago
Gibs now look up their material on the root object if sourceMaterial is assigned (fixes skinned items not getting skin applied to gibs)
4 Years Ago
Apply scale override to mesh override positions so gibs aren't spawned at the correct scale but at unscaled positions
4 Years Ago
Merge from main
4 Years Ago
More car gib tweaks
4 Years Ago
Another rotation change for items with offset gibbable components
4 Years Ago
Unsaved
4 Years Ago
More car gib changes
4 Years Ago
Don't parent building block gibs More rotation tweaks
4 Years Ago
PrefabAttribute Equals override now ensures it's comparing another PrefabAttribute before comparing
4 Years Ago
Cherry pick 53796
4 Years Ago
Refresh vehicle modules
4 Years Ago
Merge from main
4 Years Ago
Roll back module entity changes (causing merge issues)
4 Years Ago
Remove from benchmark list
4 Years Ago
Remove benchmark scene
4 Years Ago
Fix gib rotation
4 Years Ago
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
4 Years Ago
Spawn all car gibs Tweak position/rotation calculation
4 Years Ago
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)
4 Years Ago
Unsaved
4 Years Ago
Code review: Use prefab resource id instead of calling StringPool
4 Years Ago
Merge from gib_pool/merge
4 Years Ago
Fixed spawning gibs for conditional models that aren't active
4 Years Ago
Gib preview sprites in editor UI now appear immediately
4 Years Ago
Added an UI prompt to disable r/w on meshes that are fully overriden by primitives
4 Years Ago
Make sure prefab exists in ConditionalModel attribute setup
4 Years Ago
Re-enable auto sync transforms