4,657 Commits over 762 Days - 0.25cph!
- 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
Gave TransformLineRender an IsEnabled property that can correctly turn it on and off and remove the jobs whilst preserving allocations.
siege_weapons -> siege_weapons/visual_towing
Reduce the padding distance
- Increase tow rope resolution
- Increase length slightly from the optimal distance in order to make the rope slightly slack
- Setup lead points on visuals to try and make the rope -> transform rope a little nicer
Added lead point support to fake physics rope
Added a transform line renderer for the extra belt parts on the side of the horse
Connect further up the horse (like it would do in real life)
Use side anchors rather than central one
Added temporary rope material
Reduced thickness of tow rope, as well as ampliitude of wind
Use cliententities rather than serverentities to find other towing visuals
Re-setup catapult for towing visuals
siege_weapons -> siege_weapons/visual_towing
timed_explosive_hit_normal -> main
timed_explosive_hit_normal -> main
Flip if statement to use checkbox first (prevents a .HasValue() call unless matches normal is actually on)
Cache hit normal on projectile impact. Try and use this hit normal should it be valid and explosionMatchesNormal is ticked
Organised TimedExplosive's 200 properties into some groups to split up a wall of text in editor (rip muscle memory)
npc_spawn_on_cargo_fix -> main
Handle cargo switch off in npc spawner rather than cargo. Ensures more consistent behaviour
npc_spawn_on_cargo_ship_fix -> main
npc_spawn_on_cargo_ship_fix -> main
Made npc_spawn_on_cargo_ship actually do what it says it does
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- More logs
- Call set tow id with detach
- Additional Logs
- Codegen
Initial work on seeing the actual tow connection as ropes:
- Towing Visuals attempts to connect x connections -> y connections using OneToMany or ManyToOne approaches
- Horse now syncs the entity id of the entity its towing
- Created TowingVisuals class which creates and manages rope connections
- Uses FakePhysicsRope to connect up and simulate ropes
- Setup base prefab
- Setup catapult towing visual connection points