branchrust_reboot/main/siege_weaponscancel
95 Commits over 61 Days - 0.06cph!
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
Remove siege weapon towing from cars
Minor cleanup and code move
- Code cleanup.
- Added metrics.
Added fake physics rope to use for towing: puts a rational bezier curve along a line renderer.
Added support for some fake wind and sway.
Ensure ride horse shows up higher in menu before towing options
Changed towing/detaching to be menu items on the horse rather than automatic/keybinds
Work around to try and get battering ram wheels working. Still issues, now due to gimbal lock
Ballista client compile fixex
Finally got Battering Ram wheel movement working as it should. Increased update rate. Call visuals.UpdateTickStopped when client tick stops.
Added steer angle calculation to load
- UpdateWheelVisualsSimple now uses correct delta
- Battering ram forces a visuals update once to start
Fixed clientside wheel turning for the battering ram. Just infer turn angle from wheel input and max steer angle.
- Fixed client build issues
- Added IClientComponent to Battering ram and BaseSiegeWeapon visuals
- Allow instantForced to be called in SimpleVehicleVisuals
- Remove Logs
- Moved away from quaternions when applying wheel rotation (should help with bugs?)
- Battering ram moved over to use chassis visuals via SimpleVehicleVisuals.
- Added support for multiple steer and clamp angles to SimpleVehicleVisuals
- Set up more logs
- BatteringRamVisuals
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
Added fx effects to all of the battering rams wheels
- Dont force wheel update code. Abstract -> Virtual
- Base Siege Weapon now implements VehicleChassisVisuals Client Wheel User
- Siege Weapon Wheels are stored on the shared class now
- Swapped all siege weapons over to Bills new system (apart from BatteringRam)
- BaseSiegeWeapon handles most of the movement logic
Refactor: Further simple vehicle changes
- Turned SimpleVehicleVisuals into a utility class instead.
- Introduction of SimpleCarVisualsController to handle passing of appropriate settings into VehicleChassisVisuals.
- Setup standard wheel update method. Retained old method of overrides.
SimpleVehicleVisuals server compile fix
Created simple vehicle system. This is a wrapper around the original VehicleVisuals system which allows quick creation of vehicle wheel movement without immense boilerplate.