WIP: Accessory System Decal Process Preview
Hello everyone! After the short previews last week, you might have thought we'll be showing more this week as a part 2, but no, we'll be showing you the QoL improvements for the decals system, how it'll work with accessories, and its process instead!

Here we have a sample M.A.S.S. unit set up for clarity. It has parts with accessories attached onto it, namely the upper torso part. We'll be using these parts to show you how decals will work from 0.7.0 onwards.

Decals placement will still follow the same rules as before, you click to place them on the parts. Accessories placed upon a part will be integrated into a large object and decals can be placed on them as if they were a part of the armor itself.

You can use the offset, rotation, and scaling system to further adjust the decals position upon an accessory part attached onto an armor part itself. As we mentioned, they are counted as a large object itself.

Now here's something new, the alignment system. Decals can be copy-mirrored onto another axes aligning with the reference point, just the same as how an accessory can be copy-mirrored.

Now you might wonder what will happen to the decals if you move the accessory part it is placed upon afterwards. We decided to have the decal's position saved so it'll stay in the same place no matter how much you move the accessories, and you will have no problems when you remove the accessories from that base part itself.

Same as how accessories work, we do have a masking view for decals so you can have an easier time trying to place them. More clarity is always a good thing right?

Finally, we'd like to show you a system to help players who are using controllers. We now have a visual cursor to help controllers place their decals without using the mouse to click on the armor part. We also have this system for accessories, don't worry. Now that should be all for this week's WIP update. We hope you like it, and see you all next week.
Discord: http://discord.gg/quS7E46
Feedback Hub: http://bit.ly/3wpWofe

Here we have a sample M.A.S.S. unit set up for clarity. It has parts with accessories attached onto it, namely the upper torso part. We'll be using these parts to show you how decals will work from 0.7.0 onwards.

Decals placement will still follow the same rules as before, you click to place them on the parts. Accessories placed upon a part will be integrated into a large object and decals can be placed on them as if they were a part of the armor itself.

You can use the offset, rotation, and scaling system to further adjust the decals position upon an accessory part attached onto an armor part itself. As we mentioned, they are counted as a large object itself.

Now here's something new, the alignment system. Decals can be copy-mirrored onto another axes aligning with the reference point, just the same as how an accessory can be copy-mirrored.

Now you might wonder what will happen to the decals if you move the accessory part it is placed upon afterwards. We decided to have the decal's position saved so it'll stay in the same place no matter how much you move the accessories, and you will have no problems when you remove the accessories from that base part itself.

Same as how accessories work, we do have a masking view for decals so you can have an easier time trying to place them. More clarity is always a good thing right?

Finally, we'd like to show you a system to help players who are using controllers. We now have a visual cursor to help controllers place their decals without using the mouse to click on the armor part. We also have this system for accessories, don't worry. Now that should be all for this week's WIP update. We hope you like it, and see you all next week.
Discord: http://discord.gg/quS7E46
Feedback Hub: http://bit.ly/3wpWofe