branchrust_reboot/main/siege_weaponscancel
73 Commits over 31 Days - 0.10cph!
wip: Siege Tower~
- Fixed really annoying metal pole colliders
- Middle wheels didnt have world colliders
fix: Fixed some colliders on siegetower not showing collider effects
wip:
- Siege tower third floor collider improvments
- Second floor finished
wip: Second floor detail colliders
- Fixed issue causing effects to spawn inside siege tower
- Removed left over mesh renderers
- Renamed some colliders
Further changes to new siege tower model:
- Setup 50%~ of the detail colliders
- Fixed wheel orientation
- Added catapult wheels to the tower
Moed ladders to be compatable with new siege tower model
Stop VehicleChassisVisuals NRE on stop terrain fx
Prevent crash with SimpleVehicleVisuals should the visual wheels be missing
Siege tower:
- Removed old siege tower models
- Setup new detailed colliders on siege tower entity (not finished yet)~
- Setup correct materials for a bunch of places on siege tower. Wood was metal and metal was wood
Fixed handle towing visuals nre when joining into a map with removed siege weapons
Impose use distance on request raise
Codegen (was getting errors)
Rotate all siege weapon wheels in a quaternion space instead of euler angles.
Fixes all instances of gimbal lock on the Catapult/Ballista and Siege Tower wheels
Simple Vehicle Visuals now supports easy assignment of wheel rotate direction (X,Y or Z)
Fixed pulling and pushing siege tower
Ensure you cant lead a horse thats towing a siege weapon
Horse will send detach packets on death if towing an entity
- Removed siege tower door
- Siege tower door socket setup (so players can place own doors)
- Fixed weird starting health of doors
- Healing any door heals them all
Ensured main door isnt able to be picked up
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
Fixed siege tower raising
Tipped over siege tower wont parent players inside allowing to be used as combat cover with minimal glitching
- 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
- Added methods to check if siege tower is tipping over or has tipped
- Moved them into BaseVehicle
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
- Reduce distance padding
- Fix a bug causing a rope to go to 0,0,0
Cherrypicked siege harness
- Towing joints are now saved/loaded
- Towing graphics are loaded properly along with the joints
siege_weapons/visual_towing -> siege_weapons