branchrust_reboot/main/high_walls_skinscancel
                         
                     
             
         
     
    
        
75 Commits over 243 Days - 0.01cph!
    
    
    
        
            
            
            
                
                Added a fallback error for ShowBlockedByEntityToast, used when GetBlockedByErrorFromEntity returns nothing
                
                
                
                
             
         
        
            
            
            
                
                ▌█▍▇ ▄▆▅▍▅ ▉▋▇▊▆▇▋▋ ▅▊▉▆▆▉▄▋▇▆ ▌▋▍▌ ▍▊▋▄▍▄▊█▇██▄ ▊▄▍█ ▊ ▋█▋▇▌▊▄ ▊▌▌▉ (▊▄ ▇▅▅ ▊▋▊'▌ ▆▇▋▄ ▊▆▅▋ ▆▍▍▋▍▊)
                
                
                
                
             
         
        
            
            
            
                
                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