branchrust_reboot/main/siege_weapons/visual_towingcancel

18 Commits over 0 Days - Infinitycph!

2 Years Ago
Added blockout siege harness to testridablehorse
2 Years Ago
Gave TransformLineRender an IsEnabled property that can correctly turn it on and off and remove the jobs whilst preserving allocations.
2 Years Ago
Fixed catapult
2 Years Ago
siege_weapons -> siege_weapons/visual_towing
2 Years Ago
Reduce the padding distance
2 Years Ago
- Increase tow rope resolution - Increase length slightly from the optimal distance in order to make the rope slightly slack - Setup lead points on visuals to try and make the rope -> transform rope a little nicer
2 Years Ago
Added lead point support to fake physics rope
2 Years Ago
Added a transform line renderer for the extra belt parts on the side of the horse
2 Years Ago
Connect further up the horse (like it would do in real life)
2 Years Ago
Use side anchors rather than central one
2 Years Ago
Added temporary rope material
2 Years Ago
Reduced thickness of tow rope, as well as ampliitude of wind
2 Years Ago
Use cliententities rather than serverentities to find other towing visuals
2 Years Ago
Re-setup catapult for towing visuals
2 Years Ago
siege_weapons -> siege_weapons/visual_towing
2 Years Ago
- More logs - Call set tow id with detach
2 Years Ago
- Additional Logs - Codegen
2 Years Ago
Initial work on seeing the actual tow connection as ropes: - Towing Visuals attempts to connect x connections -> y connections using OneToMany or ManyToOne approaches - Horse now syncs the entity id of the entity its towing - Created TowingVisuals class which creates and manages rope connections - Uses FakePhysicsRope to connect up and simulate ropes - Setup base prefab - Setup catapult towing visual connection points