branchrust_reboot/main/mortar_prototypecancel
198 Commits over 120 Days - 0.07cph!
Improve mortar uneven ground placement error
Fix animation handles not being freed on mortars/cannons in demos
Fix mortar animation handles not getting disposed of properly in demos
▆ ▍▍▋ ▋▌▋▋▆▋ ▅▉▋▄▌▌▉ ▋▌▅▆▆▆▌ ▇▍ ▆▄▉▆▄▉▍
Use target normal when placing mortars, it now displays the correct terrain/angle error toast
Fix camera jitter on mortar from eye pos always being 1 frame behind the mortar rotation, re-add lerping that ballista/cannons had.
Bump up renderer bounds on mortar model again
Bump up mortar extents to prevent it from disappearing at some angles while looking around
Fix mortar mount vs pickup annoying interaction
Don't require looking at the usable primary collider to show the mount menu for mortars, it only makes sense for ballistas/cannons
Add more destroy calls for the mortar shell visual just to be sure its fully gone
Fix held options not showing up in the pie menu if there are multiple options, fix pie menu ignoring option time, prioritize mount over pickup
Fix playable NREs when a player dies on mortars
remove default value on recoil pitch duration
mortar flight sound tweaks
frag/he mortar explosion variations
Fix mortar first person arms disappearing sometimes
▅ ▌▅▆ ▍▋▋█▇▌▌▊▆▊▆▆▌▋▄ ▇▍▄▋▉▅▆▉ █▇▉▋ ▊▄▉ ▉▌▍▊▄ ▍▋▊▉▍▌ ▊▉▌ ▌▋▉▌▊▋ ▍▄▅▊▅▊▅▇▄
Fix HE color in mortar UI
Fix duplicate internal IDs on the new mortar animations
- Add health UI bar to mortars (toggle for all mountables, sorry for stupid long import but this is cleaner than just adding it for mortars).
- Bump up culling distance on mortar mesh
- Disable smoke trail on mortar shells held in hand
- Add recoil animation on mortars to make recoil more intuitive
- Add `error_mortar_uneven_ground` toast to make it more obvious why you can't deploy a mortar
update export with fix's to IK positions
Adding extra mortar anim for sweep and reload attack at 00
mortar projectile flight sound implementation
allow mortar to be picked up without hammer (flag if the pickup prompt becomes annoying)
Another attempt at fixing scaled colliders / impact effects on the mortar
Fix look rotation spam when in network range of a freshly placed mortar
▌ ▌█▊▉▌▍ ▊▊▆▌▇█ ▋▇▍▊▆█ ▊▋▄█▅▌ ▌▍ ▍▆▄▅ ▊▌▇▆▉ ▉▌█▅ ▉▇ ▄▄▋▉▋ ▆▉ ▋▅▉▆▊▉▋ ▇▆▌▊▌▍█▊▅▅ █▄▉▋▇▌ ▌▇▅█▄█▇ ▆▅▋ ██▌▉ █▅▌█▆
Add model component to mortar, should stop scaled impact effects
missing .meta files that didnt show up
mortar ammo world model prefabs setup
relinked so can be dropped.
added mortar world model too and linked.
update to manifest.
ammo types still need proper weapon rack setup
Added vehicle damage to the fragmentation mortar shell (50 to match the F1 grenade)
Improved HUD contrast.
Removed the old disabled UI from the prefab.
Improve mortar deployment around players
Flipped hte UI numbers to align with the min max flip.
Removed debug gizmos from impacts.
Minor polish.
Mortar animator blend values updated
Updated Mortar and ammo descriptions
Fragmenation Mortar shell
Radius 3.8m > 6m
HE Mortar Shell
Radius 3.8m > 4.5m
Explosive damage 45 > 60
Restrict Mortar from primitive
Drive motion time on mortars with the reload parameter (idk how this got removed), remove transition time between reload->fire
Set pitch parameter on mortar blend trees, fix mortar controller not transitioning between states, fix mortar reload being slower than it's animation.
Add anchors to generic overlay, attach mortar display to center anchor + some offset.