branchrust_reboot/main/MLRSUpdatescancel

28 Commits over 0 Days - ∞cph!

2 Years Ago
Fixed cassette recorders not sticking correctly to MLRS moving parts
2 Years Ago
Added model component to MLRS
2 Years Ago
Timed explosive / thrown weapon bone attachment not prefers the bone that belongs to the collider that was hit (rather than using the closest one in world space)
2 Years Ago
Reduce MLRS rocket world model size and mass to 25% of actual size and mass
2 Years Ago
Fixed extra MLRS rocket storage sub-ent
2 Years Ago
Fix client compile for range limit checks
2 Years Ago
Separate the MLRS rocket explosion and ground effect FX and fire them separately. Ground effect now plays at the hit point rather than directly below the main explosion.
2 Years Ago
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2 Years Ago
MLRS font swap
2 Years Ago
No-aim areas in the MLRS UI (safe zones etc) now all have their diagonal filler lines at the same scale
2 Years Ago
Fallback fonts for the MLRS font. Handle all languages
2 Years Ago
Extended character set for MLRS UI
2 Years Ago
Fix MLRS rocket backfire FX flashing on when entering LOD range
2 Years Ago
Take fuse time into account when showing rocket max distance (for instance HV rockets could fly 3,200m with an unlimited fuse, but actually explode after a maximum of 400m (10-second fuse))
2 Years Ago
Don't show max distance for MLRS rockets or torpedoes
2 Years Ago
Move max range calculation to ServerProjectile. A couple of changes
2 Years Ago
ExplosiveInformationPanel now calculates the true Max Distance to show the user, instead of a semi-fabricated one
2 Years Ago
Update TryFireProjectile comment now that I've tracked down the cause
2 Years Ago
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2 Years Ago
Attach dashboardStorageInstance to dashboardStoragePoint, not rocketStoragePoint
2 Years Ago
Revert IPreventSticking interface for sticking stuff to the MLRS (satchel charges etc). Will see if we can do this with the existing bones system.
2 Years Ago
MLRS UI radius fix. Raycast spacing edit.
2 Years Ago
Increase raycast count on the downward arc of the MLRS hit calculation. Makes for more accurate alignment between the player-placed target hit point and the actual hit point.
2 Years Ago
Merge Main -> MLRSUpdates
2 Years Ago
Increase MLRS map base zoom from 0.33 (repeating of course) to 0.45
2 Years Ago
Shrink the MLRS UI visual target by half the rocket damage radius to give a good indication of actual damage area (in reality it shrinks by the whole rocket damage radius, but the rockets themselves damage in a radius which can reach outside that area)
2 Years Ago
MLRS rockets cluster less towards the centre of the potential hit area
2 Years Ago
Increase MLRS target area radius from 25m to 35m. Given rocket explosion radius of 15, this give an actual possible-hit-point increase from 10m to 20m.