2,615 Commits over 548 Days - 0.20cph!
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
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.
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radioactive_changed_removal -> main
Remove 'radioactivity changed' editor log