branchrust_reboot/main/MLRScancel
160 Commits over 61 Days - 0.11cph!
Added PlayerIsMounted and LocalPlayerIsMounted methods to BaseMountable, with overrides in BaseVehicle. Replaced all checks of the same type with those new methods.
Fixed client/server compile issues
Updated fired rocket model
MLRS rocket worldmodel was causing NRE due to having >1 collider. Reduced it to one.
New rocket world model set up (no LODs yet). Manifest update
MLRS greybox update. UI map screen adjustment. Updated all colliders.
MLRS greybox update rotation fix
Return MLRS to zero rotation when not in use
Put the MLRS black material back
Set up UI daskboard map screen. Disabled the "black" material for now in order to hide the greybox screen glass and show my UI instead.
Set up mount and dismount points
Set up MLRS firing points
Allow MLRS to use either the low or high solution for firing angle
MLRS pivot angle fixes for the new model
WIP setting up MLRS model. Swapped my temp model over for the real thing and set up weapon platform rotation.
Move the MLRS at a preset max rate on the server instead of instantly
- Player now moves the target point rather than rotating the MLRS directly, and the MLRS then tries its best to aim at that target point
- Map colour changes
- Map not shows both the target hit point and the projected true hit point (can mismatch if MLRS is still turning, or there's terrain in the way)
Mask out the rest of the map
Showing a basic world-space map with a marker for the rocket hit point
Initial work on dashboard map view
Updated MLRS rockets, taking bits from the attack heli rockets
Remove colliders from heli rockets
Fire all twelve rockets instead of one, in a cool staggered way
Fix MLRS trajectory calculation, now correctly matches a real projectile
- Removed colliders on all the rocket types, they're unlikely to ever be used and removing them may improve performance slightly.
- Removed DontBecomeSolidWithPlayerInside on all the rocket types, it's no longer used.
BaseCrane missing base.InitShared added
Target hit point calculation using chunky raycasts
MLRS basic range calculation. Assumes a flat world though
Coding standards, add private keywords
Client-side smoothing for the rotator position and other tweaks
Removed a method from BaseMagnet that wasn't really doing anything
MLRS driver can now rotate and raise/lower the weapons platform, and the movements sync to the client efficiently (needs smoothing though). Protocol++