branchrust_reboot/main/siege_weaponscancel
95 Commits over 61 Days - 0.06cph!
- Greatly improved the raise command on siege tower
- Stopped draw bridges trying to reverse open
- Wrote a script to resolve duplicate bone names by appending digits
- Removed the vast majority of duplicate bone warnings on siege tower (rest will need looked at after art pass)
- Fixed door NRE still happening sometimes
- Changed my stupid OnChildAdded override
- Added big ass vehicle world colliders for better vehicle -> vehicle siege tower collision
- Siegetower was using drawbridge 1 as its network model?
Added repel and hurt trigger inside the tower in case you manage to glitch in
Fixed doubled up siege tower doors
Siege tower:
- no longer spams sound errors
- tried to fix duplicate doors
Re-enabled front door colliders on siege tower
Ensured towing visuals delete properly when the towing joint breaks
Another work around to priv checks with Vehicle_Large collliders
- Reverted Drawbridge LOD changes
- Ensure siege tower volumes parent sleepers
- Dont show building priv on vehicle large entities just because you are authed
- Add prevent building volume to constructable
Prevent invalid hash error
Siege tower:
- Remove unneeded checks on parenting volumes
Better trigger parent volumes
Dont allow pushing the siege tower if your parent entity is the tower
- Siege tower towing setup
- Added editor gizmos to towing visuals
- Added icon to siege tower
- Finalised basic constructable (added each of the build steps and relevant colliders)
- Redone siegetower constructable with the new model
- Setup colliders for each stage
- Use constructable stage 1 model as the guide mesh
Added small ramp so its easier to get in and out of the tower
- Cleaned up Siege Tower
- New colliders for front entrace
- Wired up doors to the dual damage system
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