branchrust_reboot/main/siege_weaponscancel
432 Commits over 91 Days - 0.20cph!
Ensured main door isnt able to be picked up
Battering ram back door wheels logic
Separated digger arm scoop to submesh
Battering ram impact effect based on hit material
Fixed battering ram wheel axis after model change
- Fixed catapult packet being checked rather than siege tower
- Ensured proper post server load setup
- Is loading save checks
-Siege tower door shelter style setup
-Siege tower doors forward all damage to siege tower and vice versa
-Setup new system to grab all the doors at once
-System to prevent recursive damage
Siege tower doors can no longer be removed or opened by NPCs
If taken longer than a few seconds to raise the siege tower then gve up
Adjusted raise command
Prefab Adjustments
Removal of logs
New approach to raising
Battering ram can't damage building blocks above the stone grade
Set all siege weapon items to the weapon category
Reduced stack size to 1
Fixed catapult NRE when loading in incendiary ammo
trying glass decal as masked, with front culling to soften the look
Desaturated catapult hook albedo
Polish to battering ram. Added decal components to entity.
Tweaked battering ram seat position
Adjusted steering wheel min max angles, added playerModel steeringTargetDegrees
Fixed siege tower raising
Tipped over siege tower wont parent players inside allowing to be used as combat cover with minimal glitching
Fixed gap in battering ram drivers seat
Updated fuel gauge position and seat position on battering ram
Moved steering wheel of battering ram forward (WIP). Secured some floating pulleys.
Battering ram back door opening/closing
Battering ram cabin detailed colliders
Restored battering ram placeholder animations
Steering wheel IK
Better colliders
Raised steering wheel for animation test
Fixed pivots on driver cabin items
Separated assets for placeholder animation
Moved battering ram hardware out of placeholder folder
Added battering ram hardware to entity, updated models and materials
Battering ram door wip settings
- Siege tower raising now works, but not as clean as i'd like it to be yet
- Code cleanup
- Added raise command when siege tower has flipped onto the ground
- Fixed bugs with IsTipping not being registered properly
IsTipping wont be called if tipped
Split off IsTipping and IsTipped flags
Only enable is tipping if we are starting to tip and not when we are on the ground
If tipping over turn on a trigger to hurt players inside
Siege tower now sets flag should it be tipped over
Battering ram door prefab
- Added methods to check if siege tower is tipping over or has tipped
- Moved them into BaseVehicle
Battering ram back door physics tests
Fixed bug preventing loaded horses that are towing something from being detached
- Ensured ride horse shows up first instead of tow/detach (again?)
- Fixed NRE with random.range
- Improved rope tension values
- Fixed weird rope wind amplitude
- Tweaked wind values with some more randomness
- Adjusted wind amplitude
- Adjusted connection points
Fixed TransformLineRenderer NRE
Enable horse siege harness if is towing flag enabled