branchrust_reboot/main/workbench_upgradescancel
181 Commits over 61 Days - 0.12cph!
update textures for prototype upgrade
updated engineer workbench
created empty states/models for prototype, range, defence, surplus, effiency and surplus.
+ full empty state mesh.
created prefabs
restore wb2 placement mesh ref
Hook up t2 filler/upgrade item links
forgot to commit empty filler prefabs
added empty states for tier 3 like tier 1 & 2
added prefabs for empty states for tier 2
updated tier3 fbx matertial settings
fixed missing mesh in prefab
tier 2 workbench empty states for upgrade parts
+ empty state for when theres no upgrades
+ updated tier 2 fbx
updated tier2 workbench fbx import settings
fixed defence upgrade position
Initial filler visuals implementation
fixed positions for visuals
reorganised tier 1 so fbx's live in models folder
added empty states for each workbench upgrade for progressive upgrades
this preserves original visuals whilst allowing for upgrade placements.
updated stripped back tier 1 workbench
Apply similar rounding to recycle bin effect as the recycler, to calculate nice chance of refund
updated protorype icon and .item prefab to link to proper icon now
prototype upgrade textures
Entities can now block item moves client side before checking with server.
Override for workbench, check client-side for deployables blocking slots too, show error toast if can't insert upgrade because of this.
Setup clearance for io tablle
Tidy up upgrade icon display in workbench vital now we've got human-made icons
Merge from hierachy_optim
prototype upgrade texture update
Remove unintended antivehicle damage scaling
added defensive upgrade icon
defensive upgrade textures
Disable colliders on comfort/accelerated visuals.
Add test save with all benches maxed out.
updated icons and updated manifest
- still waiting for textured versions of prototype and defence before finalising their icons too
Add support for upto 10 upgrade icons in the vital panel at once. Now expands to two icon rows if needed.
created and added gibs for protoype and defensive upgrades - updated visual prefabs
added gibs for accelerated and range upgrades
added collision for accelerated, range, defensive and prototype
Set workbench slots to 10 for now until we decide fore sure - easier testing/visuals
Setup remaining item->visual links
added and created lods for both prototype and defensive upgrades.
updated visual prefabs
updated placements for prototype and defensive upgrades on each tier including engineer workbench.
Adjusted shelving on engineer workbench to accomodate prototype upgrade
defensive and prototype upgrade mesh and wip textures added
updated tier 1 and 2 workbench lod distances to match tier 3
both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3
Merge from industrial_crafter
add engineer reinforced upgrades
added shelf to tier 3
updated upgrade positions
updated reinforced position to accomade the extra fbx - also adjusted the gibs
updated tier 2 upgrade placement positions
also added a shelf to the tier2 workbench so it can more closely match the concept
updted upgrade placements for engineer and workbench tier 1