branchrust_reboot/main/hackweek_voxel_raidingcancel
                         
                     
             
         
     
    
        
8 Commits over 0 Days - ∞cph!
    
    
        
            
            
            
                
                Turned off darkening of voxels as they are damaged as I don't think it improves the look
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove corner conditional models from stone walls as they get in the way of voxels
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added splash damage to C4 against voxels
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed voxels NREing or reseting when neighbor building block changes
Various fixes and changes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix walls not resetting when sent to pool
Fix voxels being reset when a nearby building block is destroyed
Fix splash damage being inconsistant with voxels
Set health of building block to average health of all voxels
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add 3x3 voxels to stone floor (since it looks nicer artwork wise to line up with the 3x3 tiles)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix destroyed entities NREing because voxel entities can technically be hit multiple times
 
                
                
                
                
                
             
         
        
            
            
            
                
                Split stone wall into 16 segments (4x4 grid)
Explosive damage applied to each part of the stone wall individiually
When a piece reaches 0 hp, it is destroyed
Stone wall deletes when every "voxel" is destroyed
When a voxel is destroyed it spawns gibs for that specific piec