branchrust_reboot/main/satellite_crashcancel
352 Commits over 153 Days - 0.10cph!
Make the 4x multiplier a convar.
Codegen.
Increase the size of the billboard 4x over phase1.
Add perspective compensation to billboard so it doesn't appear larger in the corners of screen.
Add SatelliteRenderProxy to fake render the satellite model when it is out of draw distance.
Remove lods from FX.
Delete old satellite billboard prefab. (now contained in satellite itself)
Remove some lods from satellite for now
Add satellite.descent_angle to control entry angle.
Push satellite origin further out x,z so it moves through the sky more horizontally.
wip, stage 1 now slowly moves through the sky at extreme distance (but rendered as a tiny, close billboard) before switching the stage 2 model display and crash to ground.
Calculate a suitable position as soon as a satellite is selected.
Push starting targeting radius out of its own monument bounds.
Temporarily make the control computer a monument so I can test stuff.
Also bake the monument topology for computer when in editor mode and we have the monument script.
Kill any construction/deployables/vehicles that are somehow in the impact are during impact. Should only really be vehicles possible, due to pre-checking and reserving the space, but still...do em all
Debug rendering for pending crash site
Created SatellitePendingCrashSite entity - prefab with prevent building volume and script for future use.
Assign to control computer.
Spawns at satellite lock, keeps the target crash site clear of construction while the satellite descends.
Fix static causing reused initial positions across multiple computers
More map debug dot functionality
Default obstruction_tc_reorder to true
Briefly show an "unsuitable location" error popup
Focus map on final targeting position when locking in.
Rework thruster debug labels so they fit nicely.
Disable thruster UI buttons for tried & failed thruster actions. Synch when remounting too.
Cache failed thruster type attempts from current targeting location.
Check cache before doing any thruster attempts (and the expensive checks) from the current location. Clear when moving to a new location.
Add some super lenient dismount positions to targeting computer to make my life easier.
Convar'd and refactored a bunch of stuff for easier tweaking and testing.
Don't recent the targeting area on the final impact location when position is calculated, keep it at the last target location.
Instead, show a map debug icon at the exact final location for testing.
Split EvaluateCrashSpot into sub functions ready for further changes.
Add profiling to each.
Add debug logging behind a convar for satellite crash location calculations
Fixed issue allow random position to fall outside of the targeting radius.
Reworked to also be more random and less weighted around center of targeting radius.
Fix rotation/offset bug now I can actually see what the thrusters are meant to be doing.
Added ConVar.Satellite.show_thruster_effects to toggle editor debug display.
Some wip refactor/cleanup.
Thruster UI button tweak to allow for the extra text
Show the thruster effect type in thruster UI when client+server for easier testing.
Don't seen anything at all except thruster labels to the client for consistency + security.
Refactor/rename for more obvious separation of targeting and final calculation positions.
Add free fuel servervar for easier testing.
Codegen.