branchrust_reboot/main/sandbag_barricade_variants/stackingcancel
5 Commits over 0 Days - Infinitycph!
Hide the existing mesh and only show the upgrade placement guide when placing upgrades, fixes the overlap and looks better.
Only hide the visuals, and only clientside, collision etc all remains active.
Upgrading damaged sandbags doesn't give a free repair to full. Keeps previous health fraction. Convar'd behind ConVar.Server.upgrade_keeps_health because I'm not sure how we wiill want this to play out. Defaults to true for now.
Upgrading transfers skin to new placement
Initial prototype rework:
Removed all the new sockets from sandbags.
Use the position/rotation of the sandbag being upgraded instead of calculating it via sockets.
Refactor some of the prototype code into functions and only use them in the upgrade paths, so we don't touch regular placement logic anymore.
Client now runs the serverside checks too.
Refactor UpdateUpgradeTier, and don't run it for everything via FillPlacement.
Don't cache incorrect upgrade levels.
Remove stack socket placement logic.
Fix being able to use any sandbag level to upgrade a sandbag to next level.
Use/trust serverside checks/position not client provided.
Run all placement checks when upgrading, so upgrades can't clip through stuff.
Remove some now unused new find deployable functions.
Applying shelved stacking prototype.