branchrust_reboot/main/Desert_Military_basescancel
262 Commits over 92 Days - 0.12cph!
Rocket trails.
New heat shimmer textures.
Fixed shockwave sometimes sorting blackness onto the sky
Adjust rocket launch positions to avoid clipping
Stop MLRS projectiles sometimes getting confused due to the aim raycast hitting other MLRS projectiles. Now ignoring layers that move; only looking at static content for hit pos calculation.
Created and set up placeholder broken down state FX
MLRS breaks down for 60 minutes after firing.
Adjustments to various MLRS things, manifest update to get VFX working correctly. Also fixed submarine item storage wrong ID.
Set up MLRS rocket initial launch effect
Hooked up new rocket thrust effect
Set up and assigned the new MLRS rocket explosion effect
Backfire & rocket thrust prefabs
Iterating: Debris, additional rendermin sparking, LOD.
- MLRS rockets now show their explosion FX in the air, while still causing actual damage at the ground
- Converted ServerProjectile's ProjectileImpact from using SendMessage to using an Interface and GetComponent. Done since I needed to pass an extra parameter, but might provide a ~10x performance speedup as a bonus.
- MLRS fire button light now flashes
- Spacebar closes MLRS targeting dialog
Moved the rear cam view position so the rear cam itself doesn't block the view from the rear cam
Rear camera UI adjustment
Visually show the loaded rockets in the MLRS
Rocket hinges are more physicsy
Keep rocket tube hinges hanging straight down
Setting up rocket launcher end caps
Desert bases now use an MLRS spawner instead of directly placing an MLRS. Otherwise the link to the MLRS prefab is lost when the desert base prefab is built from the scene.
Rebuild military bases, to get the updated MLRS changes
MLRS LOD0 model / WIP textures and materials
Added VisualiseTrigger script, using it on SAM_Static
Improved system for calculating MLRS projectile inaccuracy. Fixes angle calculation errors.
Fixed various bits and pieces with MLRS rockets
Used the trick that SAM rockets use, on the MLRS rockets: Put them on a Debris layer, so that they'll never detect each other as hits. I wondered why the SAM rockets did this One Weird Trick until I hit the same issue.
Repositioned the zero point on the MLRS rocket model
Removed the standard 1m launch offset for MLRS rockets
Bigger delay between MLRS stops. Stops the rockets from sometimes hitting other rockets as they launch.
Using the low firing angles on the MLRS always causes trouble. Stick to the high angles (>=45°)
ProjectileDistToVel now uses a more complex formula that takes the vertical distance to the target into account. Fixed negative angles calculated for targets below us.
Rear camera baseline look profile
Fixed the MLRS rear cam being upside-down