branchrust_reboot/main/weapon_rackscancel
296 Commits over 273 Days - 0.05cph!
Remove some unused temp outline code
Fixed weapon placement effect not working for some weapons.
Placement effect for weapons using SkinnedMeshRender now also work correctly.
Setup Abyss items to work with weaponr acks.
Set correct textures for LargeWideWeaponRack.mat
Layout grouped in an optional skin name text field under the weapon name.
WeaponRackInfo UI polish & localization tokens
revised 2nd weapon rack texture so it doesn't blend as easily with more rusted weapons
without making it looks whack
Fixed pixelation flicker glitch on WeaponRackLight
large tall weapon rack texture change
seeing if i can get the contrast better without making it look whack
merge from mfm_errors, seems ok
Cleanup.
Compile fixes.
Added RPC safety checks.
merge from placement effect
Weapon worldmodel LODGroup consistency pass. Applied to prefabs.
LODgroup consistency progress/backup
Worldmodel LOD consistency WIP
Fixed toolgun worldmodel materials all being in the wrong order
All weapon worldmodels into the testmap
Fixed python worldmodel LOD3 being offset
Added fluorescent sound buzz when enabled.
Flare color fix that got messed up in a Unity crash.
Forgot to add the flare to the on state.
On/off functions
Temp file cleanup
WeaponRack lighting rework.
Temp prefab with gunrack lighting setup
Optimized wallracklight textures
New flare type
weaponrack_wide light points setup.
test save update.
Very bad and very placeholder lighting setup, to test functionality
resized textures for light fitting
Added a flourescent light to be placed on the wall mounted weapon racks
lods/textures etc
weaponrack_tall deploy/socket tweaks
Updated deploy/sockets for weaponrack_wide
Updated placement guide mesh for weaponrack_wide
LODs for all 3 wall mounted weapon racks
updated deployable prefabs accordingly
added 3rd wall mounted weapon rack
reduced texture sizes of all 3 texture sets
Setup placement guide meshses