branchrust_reboot/main/Attack Helicoptercancel
125 Commits over 1,096 Days - 0.00cph!
▆▌▋▍▅ █▍▋ ▉▇▉▇▊▅▇ ▊▍▄▉▌▋▄▄▉▆.
Neutral setup for guncam UI
Super minor bounce & screen brightness tweak.
Remaining widgets for AH gunner's screen
▇▇▋█▋▇ ▋▅▋▅ ▅▅▇▇ ▆▇█ ▄▌█▇▉█▉▄ ▋▉▇▆▅▋
Guncam progress & related files.
Scene/UI progress & related files
█▋▉▋█▍▉ ▅▆▌▊▄▊▊▄ ▌▇▊ ▌ █▉▋▇▍▉▉ ▉▄▆▅▉. ▍█▋▋▌ ▄▉▋▋█▉.
Manifest update for renamed prefabs
▄▋▍▄▍▄ ▆▉▅▋ █▄█ ▇▇▆▅▆▋▉▅▋ ▇▊▉▆▇▊▍▅ ▇▅▍▊
Post tweaks for text contrast
Adjusted cockpit interior lights to match the final gun camera look
Checked every prefab in the project and every single one has LifeState set to LifeState.Alive, so set it to ReadOnly in the Inspector. One less thing to worry about getting right.
Vehicle turret loot panel
AH post grading WIP
Underlying material tweaks
Fix flag toggles fighting with game object LOD scripts
Fixed gun cam screen not turning off anymore
Removed unused bits and pieces
Added (very basic) UI to attack heli
Turn damage FX off by default for now
Fixed a bug in EmissionToggle which stopped it fully handling its materialIndex
- Fixed 'Powered' list set on attack heli not showing/hiding correctly.
- BaseEntity.Flags now supports a new type of flag check: HasAny. HasFlag checks whether the set of flags passed in exactly matches the set of flags on the entity, whereas HasAny checks whether ANY of the flags passed in match one that's set.
- EntityFlag_Toggle now supports "any" or "all" flag modes (see above). Previously only "all" was supported.
- New custom inspector GUI for EntityFlag_Toggle that only shows the any/all option if multiple flags are currently set.
Curved screen mesh for the camera render target
Set up powered/on lights. Emission toggle isn't working on headlights, will investigate.
Hooked up attack heli headlights
Recovered old dash lights
Added FX/Lighting prefab to AH
Ground effect tweaks.
Revert
78878, we decided we actually do want the heli screen mesh.
Really dumb placeholder gun holder
Cockpit damage lights for better pilot feedback.
Tweaks to mats/textures for upcoming better gunner's screen integration.
Finalizing prefab / scene backup
removed screen from attack heli main console
Temporarily let the gunner also be a pilot, just for easier testing
Fixed not being able to mount gunner seat due to 'clipping'
Fixed several bugs with separate client/server
Attack heli video feed post-processing
Damage flames & smoke get fanned and increase in volume & intensity with movement.
Further spawn-over-distance polish
Optimized & polished the ground blast effect.