7,145 Commits over 2,496 Days - 0.12cph!
Merge from satellite_crash
Enable map zooming on the targeting map.
Codegen.
Add teleport2satellitecrashsite
Merge from satellite_crash
Merge from satellite_crash
Add control computer to launch site.
Add control computer static variant. Immortal, no monument info, no pickup, etc.
Merge from satellite_crash
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.
Switch between billboard and model (wip)
More billboard work, supports fake extreme distance, temp shader, mat.
Update the test commands to just use the final stage
Quick test of a 2 stage descent
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
More debug logging, skip the double tc check when logging.
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Debug position dot now shows on the map during control, not just when locked in.
Cache last successful sample position, check it first on next thruster fire.
Experimenting with sampling TCs and checking those areas last so we're more likely to find a clear spot first.
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Briefly show an "unsuitable location" error popup