branchrust_reboot/main/high_walls_skinscancel

73 Commits over 212 Days - 0.01cph!

5 Hours Ago
Fixed gate reskinning not using the same checks as high walls Created Gate class, inheriting from Door - only used by gates
6 Hours Ago
merge from main
3 Days Ago
Whitelist doors as well (to make sure gates aren't blocking reskin)
3 Days Ago
Whitelisted furnaces, building blocks and barricades NRE fix
3 Days Ago
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
3 Days Ago
merge from main
11 Days Ago
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
12 Days Ago
Tweaked adobe gate door controller sockets again
12 Days Ago
Restored adobe gate animation events - fixes missing opening and closing sounds
12 Days Ago
Use mesh scale when drawing simple building block highlights - fixes adobe high wall and gates barbed wire scale issues
12 Days Ago
Slightly increased the frontier high wall bounds, to catch ladder deployed on the railway
12 Days Ago
Tweaked adobe gate door controller socket pos
12 Days Ago
shrunk the adobe gate doors thickness, adjusted the keylock position to suit
12 Days Ago
Tweaked frontier gate code lock and door controller socket pos
12 Days Ago
merge from main
13 Days Ago
Disable pooling on the frontier wall variants, causing issues for media production will re-enable after more investigation
14 Days Ago
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
14 Days Ago
Fixed a pooling issue when using the applyRandomisation debug command Fixed incorrectly configured gibs on the frontier walls
14 Days Ago
Apply same player proximity checks when creating redirects as the simple upgrade system
14 Days Ago
Merge from main
15 Days Ago
Merge from main
15 Days Ago
Compile fix
15 Days Ago
Fixed frontier icons not mip mapping
15 Days Ago
Fixed frontier wall item move sounds
15 Days Ago
Fixed high external frontier walls not dropping gibs
15 Days Ago
Fix frontier wall not respawning properly when reskinned
15 Days Ago
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15 Days Ago
Update wall.external.high.adobe.sitem ID due to easter conflict
15 Days Ago
Merge from main
15 Days Ago
Commit material meta file, it should be removed eventually though
15 Days Ago
Add debug.applyBuildingBlockRandomisation to force a wall piece to be a particular variant
15 Days Ago
Reapply the randomisation feature, was lost in a merge from main
15 Days Ago
Frontier wall setup
15 Days Ago
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
15 Days Ago
Can no longer reskin objects with the spray can if they have been recently damaged or have ladders or explosives attached
18 Days Ago
Fixed adobe gate lock and controller positioning
19 Days Ago
adobe high wall made slightly longer, damage volumes values identical to stone skin, added barbed wire and damage to gate prefab
20 Days Ago
Updated adobe wall in width and height. Added barbedwire on top with damage volume Fixed incorrect transforms on LOD3
21 Days Ago
Don't mark the adobe stuff as hidden, easier for testing
21 Days Ago
Wall setup
22 Days Ago
Adobe gate setup
22 Days Ago
Merge from main
56 Days Ago
art check on frontier and adobe gate/walls prefabs - updated gibs, and renderer lods scripts, layers
2 Months Ago
adobe wall and gate bug fixes. frontier wall and gate gibs and lods.
2 Months Ago
removed temporary prefab now that we have final prefabs
2 Months Ago
adobe gate/wall item definitions
2 Months Ago
final prefabs for Adobe gate and wall
2 Months Ago
adobe wall and gate gibs and collision
3 Months Ago
adobe wall and gate lods
3 Months Ago
adobe fixes