branchrust_reboot/main/Desert_Military_basescancel
286 Commits over 92 Days - 0.13cph!
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update MLRS broken down cabin sounds to match new effects
Removing sitting at sofas and chairs in dwellings - not enough space to work properly in all scenarios
- Fixed MLRS visual loaded rocket slots not matching the actual fired rocket slots.
- Fixed MLRS firing an extra rocket in certain situations.
IsBroken check on the other tooltips
Shorten the tooltip text a bit
Add two more MLRS tooltips, one for no rockets, and another for broken down state
Show a GameTip about the aiming module on mount (if there isn't one inserted)
Tell the MLRS not to move while firing rockets, and not to fire rockets while moving
Only update MLRS TrueHitPos if it's moved
Added an interior effect to the breakdown FX prefab, to explain the lore behind the suddenly vanishing targeting module.
Prevent attaching satchel charges etc to the moving parts of the MLRS (they didn't move with it)
Close the MLRS UI if the player dismounts (I'd rather prevent dismount from working while the dialog is open, but it's exceptionally difficult with the way things are set up in this particular scenario)
Fixed MLRS WASD inputs still registering if held down during dismount
Hooked up the new top and bottom screen shutdown effects
Removed Poolable and EffectRecycle scripts from ScreenShutdownTop and ScreenShutdownBottom in CabinLighting.prefab. Fixed the MLRS not reappearing if the client moves out of network range and back into network range (somehow the Poolable script made CreateEntity think that ScreenShutdownBottom was the base GameObject, and then it complained that it wasn't a proper BaseEntity).
Also a manifest rebuild.
MLRS broken down cabin sounds
- MLRS is now saved, and remembers loaded rockets and aiming module through a restart
- MLRS spawner at the desert bases now works in a new on-time mode
- Fixes player ending up inside the MLRS model on load (they now load dismounted next to it)
- Rebuilt DMB scenes
Fixed broken MLRS targeting screen interaction
Fixed the MLRS rear camera screen not rendering the entire post and grading properly.
Fixed rear camera screen not casting light at the player using it.
Other small fixes.
MLRS screen shutdown FX (needs that special trigger)
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Fixed generic_resizable loot panels from flashing up the full size panel for a moment before showing the correct number of slots. Using a canvas group to set zero alpha until everything's ready.
Improved MLRS door colliders
Fixed MLRS ammo icon central squares looking stretched in the dashboard view
Don't allow loading MLRS rockets while MLRS is firing rockets
Adjusted new MLRS cabin colliders
Fixed looking around in a chair while holding something doubling the head look angle. Reset MLRS back to using Chair pose.
Changed my MLRS aim angles back to 110
More box colliders for the cabin
Switched the MLRS mesh collider to only cover the base. Rebuilt the rest out of primitives. Should fix any one-way shooting bugs.
Fixed aiming module not showing up if inserted while the MLRS is broken
Added some interior sparks and smoke to the MLRS broken-down effect
Fixed cabin lighting scripts fighting: EntityFlag_Toggle vs. LightLOD
Fix height knob angle calculation
MLRS model update, controls knobs turn
Separated height and angle knobs / fixed a few small mesh errors on the MLRS
MLRS rocket trail doesn't insta destruct with the projectile.
Other small iterations.
GPU instancing on MLRS mats
Fixed generic_resizable loot panel missing the seventh row
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When disabled, MLRS screens turn into blank glass screens instead of metal
EnvVolume trigger inside the MLRS cabin, for dimmer ambient light
MLRS UI frame tinted slightly red so that it fits better with the lit 3d model
Size polish on the UI canvas
Trigger fixes.
Applied cabin prefab to MLRS