branchrust_reboot/main/satellite_crashcancel
316 Commits over 122 Days - 0.11cph!
Default site_check_physical_surface to true
Added satellite.launchquick - same as regular launch, still performs all the regular computer targeting validations, but fast forwards the descent to the final 30 seconds
Added small, high radiation area to satellite remains
Remove the previous implementation of radiation zone. Can add it manually to the impact remains now instead.
Keep the trail in place after impact and shrink it over 45 seconds so players can still see the impact trajectory
Fix satellite crates physics material and block player input
Satellite crash harvest and Satellite crate loot pass
merge from PlayerMaintainedMonuments
2nd screen tweaks.
Tweak display strings.
made screen flatter and added an object to mark position for ui screen
R/W satellite_crashed_col
Default require_powerplant to true.
Stays false in editor for easier satellite testing.
Finally fixed the mounting-backwards bug. That took longer than it should have.
Remove the fuel text placeholder
Remove the rotation on descent
Switch satellite_remains to use its dedicated collision mesh instead of the model one.
Satellite.entity realmedremove tweak
Sertup realmedremove on satellite_remains.
Moved FX to client only.
Delete 3 unused models/prefabs
Tweak FX positions, think they were slightly out (unless intentional?)
Move them to satellite hierachy for rotation
Zoom out and frame the point between target and control computer when opening the targeting map UI
Add a dedidated SatelliteCrashLoot config.
Referenced it on satellite crates.
Still a copy of the Heliloot for now, but ready to be balanced separately now.
Add resource dispenser component to satellite remains
Harvestable wreckage setup - remains too hot to harvest until crates also cool
Set the satellite remains to use the mesh as a collider for now
Hook up particles to stage based inspector references for later.
Realm remove particles server-side
LOD / distance fixes.
Clamp satellite.descent_seconds to min of 60 seconds as it needs this long for correct transitions
LOD/fake render setup for new stuff