branchrust_reboot/main/Desert_Military_basescancel
145 Commits over 31 Days - 0.19cph!
- Fixed MLRS visual loaded rocket slots not matching the actual fired rocket slots.
- Fixed MLRS firing an extra rocket in certain situations.
IsBroken check on the other tooltips
Shorten the tooltip text a bit
Add two more MLRS tooltips, one for no rockets, and another for broken down state
Show a GameTip about the aiming module on mount (if there isn't one inserted)
Tell the MLRS not to move while firing rockets, and not to fire rockets while moving
Only update MLRS TrueHitPos if it's moved
Prevent attaching satchel charges etc to the moving parts of the MLRS (they didn't move with it)
Close the MLRS UI if the player dismounts (I'd rather prevent dismount from working while the dialog is open, but it's exceptionally difficult with the way things are set up in this particular scenario)
Fixed MLRS WASD inputs still registering if held down during dismount
Hooked up the new top and bottom screen shutdown effects
Removed Poolable and EffectRecycle scripts from ScreenShutdownTop and ScreenShutdownBottom in CabinLighting.prefab. Fixed the MLRS not reappearing if the client moves out of network range and back into network range (somehow the Poolable script made CreateEntity think that ScreenShutdownBottom was the base GameObject, and then it complained that it wasn't a proper BaseEntity).
Also a manifest rebuild.
- MLRS is now saved, and remembers loaded rockets and aiming module through a restart
- MLRS spawner at the desert bases now works in a new on-time mode
- Fixes player ending up inside the MLRS model on load (they now load dismounted next to it)
- Rebuilt DMB scenes
Fixed broken MLRS targeting screen interaction
Fixed generic_resizable loot panels from flashing up the full size panel for a moment before showing the correct number of slots. Using a canvas group to set zero alpha until everything's ready.
Improved MLRS door colliders
Fixed MLRS ammo icon central squares looking stretched in the dashboard view
Don't allow loading MLRS rockets while MLRS is firing rockets
Adjusted new MLRS cabin colliders
Fixed looking around in a chair while holding something doubling the head look angle. Reset MLRS back to using Chair pose.
Changed my MLRS aim angles back to 110
More box colliders for the cabin
Switched the MLRS mesh collider to only cover the base. Rebuilt the rest out of primitives. Should fix any one-way shooting bugs.
Fixed aiming module not showing up if inserted while the MLRS is broken
Added some interior sparks and smoke to the MLRS broken-down effect
Fixed cabin lighting scripts fighting: EntityFlag_Toggle vs. LightLOD
Fix height knob angle calculation
MLRS model update, controls knobs turn
Fixed generic_resizable loot panel missing the seventh row
Removed the MLRS screen glass damage effect since it made super huge glass decals that extended past the edge of the monitor
Allow a player in the MLRS to look further to the left/right, so they can shoot out of doorway
Fixed MLRS rockets in flight being invisible
Fixed MLRS not setting the username correctly until it had an aiming module
Don't IK the MLRS player's hands if they're holding something
Changed MLRS mount pose from Sit Generic to Chair, so they can do head turning. Adjusted mount position.
Fixed aiming module model not hiding - got unlinked again
Longer gap between SAM volleys vs. MLRS rockets. Require 2-3 SAM sites to fully block a full 12-rocket volley
SAM rockets now explode too when they blow up an MLRS rocket
Updated MLRS rocket icon to the final rusted model
Fixed missing NPC names in loot panels
Disable saving on MLRS sub-ents
Do less ray checks for projectiles that are heading upward (future hit pos calculation)
MLRS rocket gravity increase
Fixed rocket hatches not setting the correct rotation on initial load (client).
Move MLRS server rotation immediately into position on initial load