branchrust_reboot/main/Attack Helicoptercancel
436 Commits over 1,308 Days - 0.01cph!
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.
Box filtering for less light bleed.
Cockpit_Em texture tweak for the gun turret.
Reworked cockpit damage FX to not need collision planes.
Basic working camera and monitor
Improvements to attack heli ground control
New ground driving system for helis without wheels. Works better for skis than the invisible wheels I had before
Grounded check for helis with no wheelcolliders, ground control changes
Restored attack heli ground control, but at a reduced amount
Fixed scrap heli being on fire all the time
Motion inheritance progress
Mat vertex displacement fix
In flight emission-over-time damage stuff WIP
Merge Main -> Attack Helicopter
Iteration on engine & lighting.
Scene backup.
FX meshes & related files.
More turbine & damage stuff.
Related materials.
Scene backup.
Mat tweaks for turbine FX.
Scene backup.
Various material & texture params and tweaks.
Emissive texture.
Scene backup.
Disabled ground driving for the attach heli (has skis, no wheels)
Let pitch/roll/yaw movements animate at full scale on the attack heli
Set up gauge shake for the attack heli and improved gauge shake for the other helis
Attack heli
- Added blur blade bones, meshes and materials
- Added turbofan bone
- Updated blades to use correct material in prefab
Switched to using the same code as the UI compass for the heli compass (except using the heli heading instead of player eye direction)
All gauges now working (heading, altitude, fuel).
PlayerHelicopter class refactoring
Mounting and IK work. Manifest.
Rear joystick and foot IK. Debris effect.
Sorting out ground FX. ParticleSystemContainer now remembers the last state it set and can early-exit (this might break something).