branchrust_reboot/main/MLRScancel
183 Commits over 61 Days - 0.13cph!
Allow for variable launch offset positions
Unified the torpedo and MLRS rocket firing code into a reusable static method. MLRS now actually uses up the rocket ammo when firing.
Warn in the UI when there's no ammo. Removed cooldown time. Some other work.
Dashboard model for the aiming module. Aiming module is consumed (broken) when MLRS fires.
Show ammo count in the client UI
New functional UI for when no aiming module is inserted
Fixed MLRS sending data constantly due to floating point precision issue
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Add missing material meta file
Networking MLRS storage info
Merge Desert_Military_bases -> MLRS
Extended lot panel changes to other classes that use them (e.g. ContainerIOEntity). Converted more entities.
Removed the following loot panels entirely, replacing them on all the items that use them with the new generic_resizable panel:
largebox
smallbox
crate
fuel
stash
genericlarge
planter
composter
modularcar.storage
supplydrop
singleslotammo
Created a new loot panel type 'generic_resizable' with two features that differentiate it from 'generic':
- The title is automatically set from parameter panelTitle on StorageContainer
- The number of item slots shown automatically matches the amount of slots on the container used
Also fixes the code added in #7357. Useful as a panel choice for any situation where you just need storage with a certain title and slot count.
MLRS storage basic functionality
Aiming module storage WIP
Merge Main -> MLRS. Stomped ParticlePlayground changes, keeping the version from this branch.
Added MLRS aiming module item
Fixed MLRS map looking wrong until a player first mounted
Updated distance LOD to include the rear cam and screen. Removed a couple of unused scripts from the MLRS.
MLRA dashboard rear camera
Improved system for destroying MLRS rockets by static SAM. Sam now always auto-destroys them if they get too close.
Other changes:
- SAM sites (deployed or static) now actually do the realmed remove for client/server. Looks like it was forgotten.
- ServerProjectiles now ignore trigger colliders in their GamePhysics.Trace calls. Need to keep an eye on this one.
Let static SAM rockets actually destroy MLRs rockets
Better fix for rocket layers
Physics Projectile layer is invisible to the camera, so use World on the client for MLRS rockets
Reduced the default vehicle explosion force values
Don't reset MLRS aim angle when player dismounts - they should be able to aim and fire and dismount while it's firing without messing up their aim.
SAM sites now select the first potential target, instead of the last (save doing more checks)
Minor SAM site code simplification
Allow SAM site to have a larger scan radius for missiles, without increasing this for vehicles
MLRS rockets now report correct velocity on server (for SAM targeting)
SAM rocket remove unused script