branchrust_reboot/main/metal_detectorcancel
232 Commits over 123 Days - 0.08cph!
Cap the max scan anim blend value to 0.6
updated diggable loot spawn
updated viewmodel UV's to have left column of lights to be green and right side of lights to be yellow
updated albedo texture accordingly
Set world model object active again.
Remove incorrect weapon rack config for now.
Update a debug test command
Detector source prefabl cleanup
fixed animation culling issue
Fix shovel gather notice.
Disable UseViewModelCamera on metal detector VM for now
Source entity prefab cleanup.
metal detector viewmodel prefab ( viewmodel renderer) update
Metal Detector light bulb mesh & mat
Lighting setup
Naming consistency fix
viewmodel shovel - set up viewmodel renderer script, also removed old shovel mesh
vm metal detector model & prefab update (extra lights), also removed sep bulb mesh from prefab, activated viewmodel render script
re-sized & renamed shovel worldmodel, prefab updates
added row of 24 led lights (will need peturs emmision touch here)
added bulb
all to view model and world model prefabs
updated materials to get rid of the now mismatched pcb board textures
Removed offset from world model, world prefab updates, cleaned up entity prefab, added sound folder
Add some more loot items for test purposes.
Tweak flag model offset and move amount.
Assign FlagModel on the dlag.
metal detector shovel and site marker models, set up prefabs, icons. Needs some polish
metal detector addtional bulb at the bottom
viewmodel and LODs
added it to the the world and viewmodel prefabs.
Comment out debug gizmo code.
Additional checks.
Min/max item counts.
Test loot update.
Support biome/topo specific loot
Added shovel script and set it up on the shovel, incase I need to add any extra functionality later.
Improved shovel item check.
Flags set to require shovel.
Added timeout var for flags.
Codegen.