branchrust_reboot/main/Attack Helicoptercancel
436 Commits over 1,308 Days - 0.01cph!
Refactor GiveItem method to still work with IAmmoContainer
Merge Main -> Attack Helicopter
Alternative spike atlas method & related files.
6 point normals, gradient normals & standard planes with halved UVs
Diogo's refraction shader fix.
Explosion test files & scene backup
Minor edit, show R instead of ellipsis
- Do gun aim code even with no gun loaded in. Keeps the UI animating.
- Fixed out-of-ammo state showing as 'reloading'.
- Only attempt reload when we have ammo available.
- Fixed BaseProjectile.Clip Reload method always returning false, even when it succeeds.
- Improved ammo state UI text.
UI box moves with turret angle
Added zoom indicator to gunner UI
Display ammo counts in the gunner UI
Minor fix - old method name being used
- New IAmmoContainer interface.
- New ServerReload( IAmmoContainer ammoSource ) method in BaseProjectile allows server-side reloading that uses ammo.
- PlayerInventory and ItemContainer implement IAmmoContainer.
- Attack heli turret now uses ammo when reloading.
- Attack heli turret entity ID now syncs to client.
- Renamed FindItemsByItemName to FindItemByItemName (it only ever finds one item).
Merge Main -> Attack Helicopter
Fixed BaseProjectile GetAvailableAmmo() returning capacity instead of contents, when player is null
Attack heli placeholder gun turret update
Merge Main -> Attack Helicopter
Don't show attack heli health info while player is mounted
Update spawn list minicopter convar name
Fixed gun turret rotation local vs. world space. other minor fixes.
Fix autohover affecting every heli
Merge Main -> AttackHelicopter. +manifest rebuild
Added zoom to gunner cam (RMB). Any mountable can now process local client inputs using LocalInput method (not just computer stations).
Attack heli gunner UI work + gun status networking
Cleanup of my TV Static shader and enable HDR colour
Subtract
79900, go back to my TV static shader
Discovered we already had a TV static shader. Remove mine and switch to it. Also fixed snow.tga being 8x larger than necessary (each pixel was scaled to 4x4 pixels).
Improved gun aiming system, no more jitter bug
Separated gun rotation from eye angle. Cast a ray from the eye to its hit point, and have the gun aim at that point. Allows the eye and the gun to be at different locations and still aim perfectly.
Added rear rotor rod to main meshes, updated skinning, tweaks to uv's on blur meshes
Weapon socket position adjust
Smooth interpolation of gun position on clients using GenericLerp
Trying a different method for turret aim control. Use standard eye movement as the basis.
PlayerInput ApplyViewAngles mounted code refactor/cleanup
Turret aiming working (though a bit clunky)
Gunner view can look around - kind of. Needs some fixes
Better system for gunner view inputs. Pass through to the vehicle but override the dismount press
Gunner UI interaction tweaks
Fixed [editor-only] auto-hover key press not always being detected
Improved system for the attack heli gunner cam:
- Removed the heli's secondary camera entirely.
- Moved the heli cam's post-processing to the main cam as an effect layer.
- When gunner uses the monitor, simply move the player's eye position to the position of the gun cam and enable the effect.