branchrust_reboot/main/satellite_crashcancel
153 Commits over 92 Days - 0.07cph!
Determine the exact crash location within the radius as soon as target is locked.
Initial avoidance wip.
Refactor to cache calculated crash position instead of recalculating it needlessly.
Serialze te cached position too.
Refactor SatelliteCrash serialization to use it's own new protobuf message too.
Add SatelliteControlComputer protobuf definition.
Serialize shit
Tweak placeholder remains size/pos/rot
Added crash remains prefab/entity script.
Hook up to satellite prefab.
Setup spawning an impact entity on impact so I can assign one later (crashed satellite version)
Shrink/expand thruster actions don't consume fuel if already at min/max. Shrink doesn't do the movement nudge in this situation either.
Fix lock trajectory token
Delete old SatelliteOrbit prefab
Satellite kills players on impact. Added killRadius and debug draw.
Fix fuel cells draining in wrong order
Rework/refcactor calcs.
Add convar'd initial offset range. This also means the rotate thruster effects will be visible from the go.
Show faded fuel blocks when consumed instead of hiding them.
Add fuel related UI prefabs.
Refactor/move UI fuel code.
Initial conversion of fuel count display from just text to blocks.
Trigger an explosion at state transition too.
Disable gravity for satellite.
Set free_power to true in the editor.
Heavier (more loot) satellites have less fuel available to make them harder to target than smaller (less loot) satellites. Control vs reward.
Add satellite specific explosion (temp)
Increase move/spin speeds
Add some very temporary VFX
Basic entry point calculation so it lands approx near target spot