branchrust_reboot/main/primitivecancel
47 Commits over 31 Days - 0.06cph!
Moved siege tower drawbridge notifiers to a slightly better position
Removed old towing code left on modular cars
Combat Entity compile fixes
Removed second realmed removed incase thats the issue as well
Hopefully prevent battering ram door from bricking Aux2
Added wheel FX to Ballista
- Added catapult wheel effects
- Sorted siege tower wheel effect positions
Increased and added more trigger volumes on siege tower - should prevent random kicks for flyhack
- All constructables now automatically rotate to face away from you when placing (makes it more intuitive to place)
- Increase catapult max place distance to support the larger build check radius
Added player check triggers to catapult, battering ram and ballista constructables
- Setup to allow constructables to block repair if any player is ontop of the entity
- Push toast to the 'repairer' to let them know
- Added to siege tower initially
manifesti_fix -> primitive
Siege tower doors now reverse backwards if theres something in the way whilst opening
More building volume changes to try and allow door placement
More checks to prevent a user from pushing the siege tower from a higher point on the tower
- Dont use Protected flag
- Added up to Reserved19
Fixed siege tower wheels using incorrect material on LOD3
Hopefully that prevents all building spots on the tower
Avoid Siege Tower flag conflicts
- Tie prevent building layers on bridges to the bones instead
- Allow animation bones to exist on the server
- Oversize prevent building triggers
- Each Drawbridge handles its own prevent building area
- Ensured correct wheel type is used for the right hand side of the tower
- Removed unused LOD4
- Attempts to fix parenting on drawbridges
- Wheel LOD fix
Fixed side areas on constructable tower
Setup Siege Tower LODs 0-3
Fixed some broken prevent building colliders
- Improved the siege tower collisions on stage changes
- Removed invisible doorway colliders on constructable stages
Ensured constructable entities update state on the serverside as well as the clientside
Added collider to the little overhang roof beside the window
Flip tower orientation whilst placing so it looks away from you
Fixed broken constructable entity reference
- Fixed broken guide mesh
- Fixed offset guide mesh deploy location
Fixed broken colliders and positions on siege tower constructable stages
-Battering Ram wheels now steer the correct way
-Battering Ram wheels rotate via Quaternions
Fixed weirdness when applying a door to the Siegetower
FakePhysicsRope no longer depends on line renderer. Also setup as a ClientComponent
Cant push the siegetower if you are on a drawbridge
Siegetower drawbridges parent and unparent parents if they are on the drawbridges when opened/closed
Fixed door not being deployable on the Siegetower
Resolved duplicate bone names on draw bridge 1/2/3
- Improved raise power
- Adjusted angular drag
Ensured drawbridges can also be repaired again
Ensured siege tower can be repaired again
siege_weapons -> primative