branchrust_reboot/main/shieldscancel
77 Commits over 123 Days - 0.03cph!
Fixed pickup notices spawning in the wrong place
Fixed colliders on all shield world models to match their entity counterparts
Marked shields as equip on pickup
Fixed improvised shield incorrect world model mesh
Fixed picking up unrelated items would put away equipped shield
Adjusted holster offsets for all shields, mostly fixes them sticking out the side of the camper
Fixed exception when rapidly switching back and forwards from a shield compatible weapon to an incompatible weapon
Fixed impact effects not firing properly when a shield is hit by a server side projectile (auto turrets, scientists)
Much improved system to sync shield position/rotation to server, send shield pos/rot in model state
Fixed being able to equip weapons on non valid weapons by changing item in the currently equipped slot via the inventory screen
Fixed being able equip a shield by itself by scrolling through the belt bar
Merge from main (discard GameUI.HUD changes, will need to rebuild)
Fixed shield remaining in 3rd person hands while gesturing
Fixed 3rd person gestures not working due to animator updates
Enabled shield compatibility on:
Bone Club
Bone knife
Diver hatchet
P17
Butcher Knife
Sickle
Vampire Stake
Hatchet
HC Revolver
Combat Knife
Machete
Python
Revolver
Semi auto pistol
All spears (wood/stone/seasonal)
Nailgun
Fixed footstep effects being effected by equipped shield
Possible stringpool fix
Adjusted shield colliders
Allow shields to go in the belt bar, has the same behaviour as the backpack when selected (will get equipped when selected after a few seconds)
Fix shield viewmodel getting culled when offscreen
Fixed blocking state getting reset every tick
Cleanup
Show damage protection % when inspecting shields in the inventory
Set some starting values per shield for testing
Added indicators to the item information panel if a wepaon is compatible with shields
Move the shield to the back while reloading a projectile weapon
Recache the viewmodel renderers
Added a deploy delay so the player can't block immediately while the deploy anim is playing
Added melee and ranged shield impact slots to player model and viewmodel animators
Can no longer sprint while blocking with a shield
Fixed blocking flag not being applied on server
Added ShieldBlocking state to hands layer (inside Idle_StateMachine)
Show the current shield health with the health/hunger/vitals
Move the player vitals into a FlexLayout, remove a bunch of hardcoded layout code as a result
Fixed shields not getting properly initialised when using spawn.shielddummy command
Added a damage mitigation factor to all shields, shields will absorb this percentage of damage and then pass the rest of the damage onto the player.
This is applied after the Protection properties are applied, so we can still vary how different shield materials affect damage
Setup reinforced wooden shield prefab
Add melee attack state on 3rd person animator
Added admire to viewmodel animator
Added override controllers for each shield viewmodel
Hook up deploy on 3rd person shield layer
Fixed viewmodel renderers on non metal shields
Disable shield collider while the shield is on the players back
Fixed some duplicate arms
Reworked shield viewmodel coding to live on a new self contained component
Updated viewmodels with new assets
Fixed shield inputs being processed while inventory is open
Fixed shield deploying when it shouldn't if the shield was placed in the backpack slot while an incompatible held entity is equipped
Fixed holstered shields parenting to the spine bone with a 70m offset