branchrust_reboot/main/Attack Helicoptercancel
316 Commits over 243 Days - 0.05cph!
Adjusted attack heli thrust physics. Feel more like attack heli, less like attack brick
Create the attack heli UI on the client at runtime, instead of removing it from the server side at runtime. Allows for the UI components that have RequireComponent dependencies to each other, which were preventing removal on the server
Show attack heli gibs as fully damaged
Set up damage textures for the attack heli
Merge Main -> Attack Helicopter
Manifest update for renamed prefabs
Checked every prefab in the project and every single one has LifeState set to LifeState.Alive, so set it to ReadOnly in the Inspector. One less thing to worry about getting right.
Vehicle turret loot panel
Fix flag toggles fighting with game object LOD scripts
Fixed gun cam screen not turning off anymore
Removed unused bits and pieces
Added (very basic) UI to attack heli
Turn damage FX off by default for now
Fixed a bug in EmissionToggle which stopped it fully handling its materialIndex
- Fixed 'Powered' list set on attack heli not showing/hiding correctly.
- BaseEntity.Flags now supports a new type of flag check: HasAny. HasFlag checks whether the set of flags passed in exactly matches the set of flags on the entity, whereas HasAny checks whether ANY of the flags passed in match one that's set.
- EntityFlag_Toggle now supports "any" or "all" flag modes (see above). Previously only "all" was supported.
- New custom inspector GUI for EntityFlag_Toggle that only shows the any/all option if multiple flags are currently set.
Set up powered/on lights. Emission toggle isn't working on headlights, will investigate.
Hooked up attack heli headlights
Revert
78878, we decided we actually do want the heli screen mesh.
Really dumb placeholder gun holder
Temporarily let the gunner also be a pilot, just for easier testing
Fixed not being able to mount gunner seat due to 'clipping'
Fixed several bugs with separate client/server
Attack heli video feed post-processing
Basic working camera and monitor
Improvements to attack heli ground control
New ground driving system for helis without wheels. Works better for skis than the invisible wheels I had before
Grounded check for helis with no wheelcolliders, ground control changes
Restored attack heli ground control, but at a reduced amount
Fixed scrap heli being on fire all the time
Merge Main -> Attack Helicopter
Disabled ground driving for the attach heli (has skis, no wheels)
Let pitch/roll/yaw movements animate at full scale on the attack heli
Set up gauge shake for the attack heli and improved gauge shake for the other helis
Switched to using the same code as the UI compass for the heli compass (except using the heli heading instead of player eye direction)
All gauges now working (heading, altitude, fuel).
PlayerHelicopter class refactoring
Mounting and IK work. Manifest.
Rear joystick and foot IK. Debris effect.
Sorting out ground FX. ParticleSystemContainer now remembers the last state it set and can early-exit (this might break something).
Attack heli performance tweaks