branchrust_reboot/main/Attack Helicoptercancel
436 Commits over 1,308 Days - 0.01cph!
Dynamic light improvements for backblast
Spawn distribution system setup for a multi rocket pod.
Scene backup & minor file tweaks.
Adjust attack heli damage levels
Revert the new early-exit system in ParticleSystemContainer. Didn't work if the Play/Stop was called too early, resulting in it needing to be called again (but early exit prevented it).
Hooked up attack heli damage FX
Adjusted attack heli thrust physics. Feel more like attack heli, less like attack brick
Create the attack heli UI on the client at runtime, instead of removing it from the server side at runtime. Allows for the UI components that have RequireComponent dependencies to each other, which were preventing removal on the server
Show attack heli gibs as fully damaged
Set up damage textures for the attack heli
Merge Main -> Attack Helicopter
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Neutral setup for guncam UI
Super minor bounce & screen brightness tweak.
Remaining widgets for AH gunner's screen
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Guncam progress & related files.
Scene/UI progress & related files
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Manifest update for renamed prefabs
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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.