branchrust_reboot/main/weapon_rackscancel
256 Commits over 273 Days - 0.04cph!
Added support for weapon scaling when mounted
Placement behaviour tweak
last of the weapon configs.
Grid cell size tweak.
First bunch of weapon configs.
Bunch of cleanup, refactor and optimisations.
Placement checks can now ignore a specific mounted weapon (for swapping).
If swapping a weapon with a larger weapon, try and fit it in surrounding space if possible, otherwise don't allow swap.
Refactor best placement calc
verify item fits server side too
Swap weapon fixes.
Codegen.
Find best placement position when targeting a non perfect fit cell - edges, etc.
Handle UI for weapons that don't use ammo
added weaponrack.showUI convar
Added LookatTooltip.ForceClearGroupOptions() to reset the delay for showing multiple radial menu options text.
Reset the timer when targeting weapons on the rack so the "extra menu options are available" text doesn't appear when quickly hovering across different weapons.
wip UI, show weapon name + icon, ammo icon + count when hovering a weapon.
protobuf.
"Take All" now prioritises holding the targeted weapon above the others.
Return correct grid cell index when holding a weapon and targetting a blank cell to fix showing "Take Weapon"
Create and position board pegs when mounting a weapon.
Set peg configs for a few test weapons.
merging back to a sensible branch
merge from rows/placement
Added SlotSize and set it on weapon mount defs
Switched to PrefabUtility.InstantiatePrefab to keep prefab links
Added an editor script to to automate spawning enough weapon racks for all weapons, mounting the weapons and then applying their configs, to make setup and testing faster.
Added weaponrack gallery scene.
Added "Take All" radial menu option
Added "Swap Weapon" radial menu option when targetting a rack mount weapon, with a weapon held. Swaps the weapons and auto holds the one from the rack.
When throw mounting a weapon, mount to the slot we hit.
Auto hold a weapon when taking it from a rack if it goes to the belt (and the player is not currently holding an active item)
PlayerBelt can now be set to auto hold an item.