branchrust_reboot/main/industrial_dlccancel
228 Commits over 92 Days - 0.10cph!
industrial electric furnace;
- cleanup redundant materials, reassigned material to assets.
added presets for cinematic textures
Industrial Storage - removed duplicate gibs file
Industrial Torch - Updated textures (still wip lads)
industrial large furnace - reverted to a single collision material
industrial electric furnace;
- It will now illuminate the small light green when an item is actively smelting inside the electric furnace
- When nothing is actively smelting, it will illuminate the small red light
- Updated prefab
Settings pass on industrial torch
correct IO positions on industrial auto turret
hooked up industirial auto turret shield lods to ent flag toggle for hiding when equipped with a bow
Industrial Autoturret - Updated model with split shield for bow support (remaining LODs)
added industrial torch to allowed torches on torchholder
Industrial torch animation polish pass
Add script for the chain on the industrial garage door to scroll with door opening/closing
industrial large furnace - updated colliders, minor adjustments to the main mesh
Lighting/FX industrial furnace.
Industrial Torch - Updated textures (wip)
rebuilt industrial auto turret as prefab variant , still needs lods of ent toggle cover
tweaked turretmountpoint on bow entities
Sized down because not used.
Industrial furnace lighting & material stuff.
industrial garage door;
- Assign panner chain material to busy state model
Fixing skinning and position offset for industrial door LODs
industrial garage door;
- created panner material for the chain
Adding extra chain material for industrial garage door
Fixed skinning for industrial garage door
Subbing industrial torch burst cloth mat(missed from my last checkin)
Industrial Autoturret - Updated LOD0 with individual shield piece for bow support
Added subsytem setup for 3p industrial torch, added torch.player override controller
industrial garage door;
- fixed lock position
Updating burst cloth settings for industrial torch
industrial shelves;
- missed one, removing redundant material
industrial shelves;
- Tweaked the colour mask texture to reduce the washed out look a bit
- Polish on colour lookup values, shelves now matches your shipping container colours accurately
- Removed redundant material files since its using lookup table instead
- Reassigned model to the single material
Adjusted the pickup volumes for bamboo and industrial single shelf.
This fixes not being able to pick up the shelf if you've deployed it too close to the TC.
Fixed infinitely stacking bamboo and industrial half shelves on top of eachother
Removed EffectRecycle Script from the enabled.prefab (was causing issues).
Industrial Storage - added missing physics material to horizontal variant
Reorder industrial shelf colours to match shipping container
Industrial Torch - Small texture update (still WIP), changed base materials from smoothness to metalness, fixed material assignment on worldmodel (from half on to full off)
Analytics event for changing entity colours with the spraycan should now be raised for all appropriate entities
Add compiler define in NavMeshEditorUtilities to stop compile simulator from failing
Editor only script so wasn't a problem in builds
Fix industrial shelves not retaining colour when switching LOD's, follows same pattern used on shipping container building
Rework colour changing for industrial shelves to be more generic and move it all to a component that can be attached to entities we want to be able to change colours
Removed all the bespoke stuff for buttons changing colour, it now uses this component and also has to use the spraycan