branchrust_reboot/main/modding_prefabscancel
72 Commits over 976 Days - 0.00cph!
Collider tweaks for food cache static prefabs
Updated anchor point for medieval door single static prefab
Removed colliders on static berry bush prefabs (not needed for static variants)
Berry bush static prefabs (all colour variants)
Medieval metal door static prefabs (single & double)
Static variants of food cache prefabs (001-005)
Fixed rotation for invis admin wall
Added two missing/unsaved tiled cube prefabs: brick_07 + glass_08
Added new greybox scene containing all cube prefabs (for testing)
Backlog of unsaved mapping/modding prefabs:
- More tiled cube prefabs; concrete, charcoal, gravel, ceiling, roof and plaster
- Cold and heat volume variants (low, med, high)
- Toxic/radiation water cube + cylinder prefabs
- Admin spawnable invisible 3x3 cube + wall
- Static fire prefabs (looping)
- Static xmas light string prefab
- Static spraycan decals
- Birthday cake prefabs
- Invisible static PressButton
Merge from localcoord-emission
Merge from localcoord-blend-layer
Added road/tarmac tiled cube prefabs
Updated Glass_Type_Reinforced_4 - created material variant using previous underwater_lab_glass values
Fixed material changes on cube_glowing_cool + _warm prefabs
Added a bunch of coloured wood panel tiled cube prefabs for map makers/modders.
https://files.facepunch.com/paddy/20241112/woodpanel_tiledcubes_preview.jpg
Merge from localcoord-blend-layer
Added "NoEnv" variants of terrain_trigger and water_trigger - prevents pitch darkness (useful for certain mapping scenarios).
Added prefab for ferry terminal glass_ground_b
Added 6 tiled glass cubes.
Added an additional tiled rock cube (rock_03).
Set existing tiled cube materials to opaque rendering + enabled back face culling
Additional glass prefabs for map makers (non-tiled)
Added 3 additional stone tiled cube prefabs
Updated modding ore spawner prefabs to use proper scaled versions.
Added "_small" spawner prefab variants which uses cave sized ores.
'No sunlight' and 'underwater lab' environment volume prefabs
Added LOD group to glass cubes
Tweaked spec on a few tiled cubes
More tiled cubes - metal and concrete alternatives
Revert culling distance for tiled cubes (subtract 74622)
Added glowing cubes (warm, cool, red, green, white)
Moved all tiled cubes to World layer (previously using default)
Increased culling distance for all tiled cube prefabs (may require some tweaking)
Additional tiled dev cubes
Added plaster_d_soft texture to use with tinted materials.
Updated tiled plaster cubes 1-3 and added blue plaster variant as (cube_tiled_plaster_07).