branchrust_reboot/main/lighthouse_deep_seacancel
26 Commits over 0 Days - Infinitycph!
Added mesh decal component back on to lighthouse exterior to un-break edge decals. S2P.
Removed "import blend shapes" from collider meshes for lighthouse lamp damage stages - collider import settings may need checking as this got autoenabled via those.
Lighthouse - Set repairable and repaired lamp meshes to not cull
Deep sea opening by any route now lights all lighthouses correctly (if not already)
Raise the lighthouse particle/beam back to previous height
Fixed collider in beacon repairable to not block ladder. Ran S2P.
Fixed hole in lighthouse exterior mesh which was now visible with the window removed. Ran S2P.
Tiny polishy fixes to lamphouse light damage stages
Polish to damaged lighthouse lamp states, added in repeating LOD3 elements to individual LOD3s
Added components to lighthouse scene to make it playable for testing. S2P on the prefab stuff.
Added proper LOD material and textures for damaged lighthouse lamp stages
LODs and collision for each damage stage of Lighthouse Lamp. Individual damage state prefab setup.
Prefabbed up lighthouse lamp damage states, implemented states into repairable prefab. Refactored original lighthouse prefab due to unused MaterialIDs.
Broken light casing (stage 1) for lighthouse blocker
Stage 1 of broken lighthouse lamp (WIP). Removed lighthouse lamp from main monument exterior prefab/FBX.
Revert my temp proc map changes
Auto-repair on startup if deep sea is disabled
Multiple lighthouses share resource/repair progress
Lighthouse rework WIP.
Lighthouse now needs repairing, like the airwolf helipad.
Repairing it restores the light and opens the deep sea.
Moved airwolf airpad to use a new RepairableStructure base clase which the lighthouse now also uses.