branchrust_reboot/main/hackweek_airshipscancel
24 Commits over 0 Days - ∞cph!
Make balloon engines have different levels of fires
Mark more LOD as dynamic so they update while moving
Set switch LOD to dynamic
Add seperate gameobject with rigidbody, apply forces to that and copy position back over
Disable render batching convar & noclip protection
Fix building manager getting cleared in CLIENT + SERVER mode
Basic manual force calculations
Fix prop_engine based on windmill prefab, fix engine power not being networked to client
Add electric airship engine (aka mini windmill)
Only run fixedupdate on server
Make the airship rigidbody kinematic and control with scripts
Add entities to airship as they are built
Change more building blocks to convex colliders / primitives rather than at runtime due to building blocks refreshing their skins
render batching finally disables, add trigger parent to airship
Defer disable render batching
Convert more prefabs to convex colliders even though they are box looking mesh colliders
1 second delay before converting base into airship rather than do it properly
Give balloon engine some starting hp
Switched stone floor frame to 4 box colliders to prevent unity complaining about non-convex colliders moving
Create airship entity when a balloon is added to a base
Disable render batching for building blocks on airships & rearrange folders
Update manifest & add building blocked volume to balloon engine
Add balloon engine
Ability to build floors on the bottom of walls
Ability to build walls on the bottom of floors
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