635 Commits over 274 Days - 0.10cph!
merge mortar_prototype to main
Fix client predicted reloads not stopping on mortars
Fix crash when shooting mortar :facepalm:
Add crossfade to mortar pose, fix animation handles not being released, fix animation handles not applying autoplay properly.
Lower mortar deploy angle check to only allow placement on flat ground
Add mortar deployment guide prefab
merge from mortar_prototype
Fix mortar deployment NRE, fix socket mods using the wrong layers
merge mortar_prototype to main
Regenerate protobuf serializers
Add blending between aimdir pitch and reload animation.
Fix mortar controller transitions not having any conditions
Setup fire effect properly, add effect recycle to muzzle fire fx
Animate mortar during loading, disable the animator outside of loading.
Switch mortar firing button from reload to primary fire.
Remove entity mod from mortar shells
Delete old placeholder mortar entities
merge from new_achievements_apr26
Fix BasePlayer.OnDied NRE
Add mortar recoil and target distance randomness.
Fix mortar shell in hand orientation during reloads, fix visiblity cutoffs too.
Fix invisible colliders on mortar, fix mount trigger,
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Don't crossfade sweep anims, just layer the lower anim on top.
Tilt mortar up during reloads to match animation, fix reload speed being inconsistent after each reload(other fix didnt work, use flags instead).
Scale mortar shells, fix shells clipping through mortar when firing, tweak IK curve for loading cannon.
Add IK hand blending to mortar reload anim, fix shell not being visible during loading(still needs offset/rotation adjustment)
Fix animation jitter and uneven load animation speed
Replace temporary firing animation with the mortar attack animation, implement handle rotation, fix low/high sweep transitions not fully crossfading.
Change mortar yaw transform to not rotate the whole mortar with it, fix all the bugs involved. (mount/look rotation)
Blend between low/high sweep animations on mortar when aiming/up down to make hand IK not look crazy.
Add a way to use multiple animation handles with the player model.
Set new pitch clamps to match animations (30-60deg), update IK hand targets
Disable leg animator, re-enable sweep anim, swap to zero rotation sweep.
Prototype sweep anim, move distance calc to server regions, setup mount offset, IK, sweep anim.
Play poof particles when fuse becomes visible
Remove fuse lighting from mortar.
Add instantly firing on reload.
Fix firing point not being attached to the mortar.
Implement distance text
Implement velocity calc for mortar firing.
Remove aim direction resetting on reload (old inherited behaviour)
(Mortar seems functional, needs randomness and recoil.)
Hook up mortar to overlay, setup pitch/yaw rotation on mortar, fix not being able to get close to the mortar because of old colliders, fix pitch clamp to match mortar angles 0-45.
Start cleaning up and removing a lot of objects from the old prefab.
Add a generic overlay to use with mortar's distance text - basically just binocular overlay without the scope.
Make mortar 3 functional:
- swap out the script to allow for overriding behaviour. (empty for now)
- hook up mortar shells as ammo
- fix missing references for animator, ammo, fuse
merge fix for increased 2.5gb memory usage on servers
One more NRE fix for group removes