8,769 Commits over 1,735 Days - 0.21cph!
Got SeekerTest working again
Merge Main -> Attack Helicopter
Merge Main -> HomingMissileLauncher
Only allow homing missile targeting when helicopter engine is on
Clear locked target when orphaned
Merge SwimSolution -> AttackHelicopter
Only keep track of one projectile, and forget about it if it goes orphaned. Let him have his freedom.
Subtract reloading changes as well.
87149 will cover it.
Subtract
87144 - no longer needed with the
87149 solution
Have "orphaned" rockets go crazy, fly off in random orientations
Fixed heli radar warning audio flag sharing a reserved flag with BaseVehicle Flag_SeatsFull
Enabled read/write no Clantable_COL
Brought Attack Helicopter LOD levels forward a bit
Merge Main -> Experimental
Refactored my InSafeZone method so that it can work with neither CLIENT nor SERVER defined
Fixed some compile issues. WIP on not allowing reloading launcher if there is a missile already in the air
Can no longer lock on to targets if target isn't visible
Added a comment to BaseEntity.RPC explaining the unusual line-of-sight check
Can't lock on homing launcher when target is in a safe zone. Refactored SeekerTarget to use an ISeekerTargetOwner interface, and moved the InSafeZone methods into BaseEntity.Triggers.
#SERVER compile area for SeekerTarget
Moved homing rocket FX so they're covered by the HideUntilMobile rule
Fixed HideUntilMobile NRE on homing rocket
Disabled ADS on homing missile launcher for this release
Merge Main -> Homing Missile Launcher
Added sound for failed gun fire attempts
Only play the out of rockets sound if there's no ammo left at all, some other refactoring
Fixed rocket ammo including flares in ammo count
Added placeholder sounds and RPCs for trying to fire rockets with no rockets left, and the same (with a different sound) for flares
Set up and added a placeholder sound for attack heli firing flares
Made attack heli headlight much brighter and longer range
Attack Helicopter gunner can now press reload key to reload gun and rockets early
Disable emission on gib materials. Fixes attack heli gibs having headlights on
Protect turret interaction when there's a driver
Removed bottom collider on T2 workbench to restore previous broken legacy behaviour (allows placing a small wood box underneath that clips through the shelf)
Raised WorkBench 2 under-table colliders to make space for a wood box again. This doesn't actually fix it though - there's something else still going wrong.
Merge Main -> Attack Helicopter
Fixed early exit in AttackHelicopterTurret InputTick + some code cleanup.
Merge Attack Helicopter -> Main
Don't allow looting attack heli storage if there's a driver
Update attack heli storage naming, for additional clarity
Added storage interaction to the collider near where the flares come out
A few edits for pilot flares
Don't keep firing flares at ultimate speed if the player holds down the flare fire button
Simplified pilot flare obj
Attack heli pilot flares are now functional vs homing rockets (not just visual)
Merge AttackHeliFlares -> HomingVsPlayerHelis. Getting the whole gang together.
Merge HomingMissileLaungher -> HomingVsPlayerHelis