branchrust_reboot/main/high_walls_skinscancel
73 Commits over 212 Days - 0.01cph!
Fixed gate reskinning not using the same checks as high walls
Created Gate class, inheriting from Door - only used by gates
Whitelist doors as well (to make sure gates aren't blocking reskin)
Whitelisted furnaces, building blocks and barricades
NRE fix
Block high wall spraycan reskinning if something is deployed on the wall and could be destroyed in the process
Show a toast indicating which entity is blocking the action
Added new adobe high wall & gate pack, update the high wall and gate to require this new pack rather than requiring the adobe building skin
Tweaked adobe gate door controller sockets again
Restored adobe gate animation events - fixes missing opening and closing sounds
Use mesh scale when drawing simple building block highlights - fixes adobe high wall and gates barbed wire scale issues
Slightly increased the frontier high wall bounds, to catch ladder deployed on the railway
Tweaked adobe gate door controller socket pos
shrunk the adobe gate doors thickness, adjusted the keylock position to suit
Tweaked frontier gate code lock and door controller socket pos
Disable pooling on the frontier wall variants, causing issues for media production will re-enable after more investigation
created a bespoke rig for adobe gate as the frame was made non standard. This allows the hinges to be in the correct place and avoid relying on pivot offsets to clear frame.
updated prefab and relevant models
Fixed a pooling issue when using the applyRandomisation debug command
Fixed incorrectly configured gibs on the frontier walls
Apply same player proximity checks when creating redirects as the simple upgrade system
Fixed frontier icons not mip mapping
Fixed frontier wall item move sounds
Fixed high external frontier walls not dropping gibs
Fix frontier wall not respawning properly when reskinned
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Update wall.external.high.adobe.sitem ID due to easter conflict
Commit material meta file, it should be removed eventually though
Add debug.applyBuildingBlockRandomisation to force a wall piece to be a particular variant
Reapply the randomisation feature, was lost in a merge from main
Frontier gate setup
Added some checks to the ItemSkin editor to catch misconfigured research and loot table behaviour
Fixed TerrainCollision component throwing errors in edit mode
Can no longer reskin objects with the spray can if they have been recently damaged or have ladders or explosives attached
Fixed adobe gate lock and controller positioning
adobe high wall made slightly longer, damage volumes values identical to stone skin, added barbed wire and damage to gate prefab
Updated adobe wall in width and height. Added barbedwire on top with damage volume
Fixed incorrect transforms on LOD3
Don't mark the adobe stuff as hidden, easier for testing
art check on frontier and adobe gate/walls prefabs - updated gibs, and renderer lods scripts, layers
adobe wall and gate bug fixes. frontier wall and gate gibs and lods.
removed temporary prefab now that we have final prefabs
adobe gate/wall item definitions
final prefabs for Adobe gate and wall
adobe wall and gate gibs and collision