branchrust_reboot/main/siege_weapons/visual_towingcancel

18 Commits over 0 Days - ∞cph!

21 Days Ago
Added blockout siege harness to testridablehorse
22 Days Ago
Gave TransformLineRender an IsEnabled property that can correctly turn it on and off and remove the jobs whilst preserving allocations.
22 Days Ago
Fixed catapult
22 Days Ago
siege_weapons -> siege_weapons/visual_towing
22 Days Ago
Reduce the padding distance
22 Days 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
22 Days Ago
Added lead point support to fake physics rope
23 Days Ago
Added a transform line renderer for the extra belt parts on the side of the horse
23 Days Ago
Connect further up the horse (like it would do in real life)
23 Days Ago
Use side anchors rather than central one
23 Days Ago
Added temporary rope material
23 Days Ago
Reduced thickness of tow rope, as well as ampliitude of wind
23 Days Ago
Use cliententities rather than serverentities to find other towing visuals
23 Days Ago
Re-setup catapult for towing visuals
23 Days Ago
siege_weapons -> siege_weapons/visual_towing
24 Days Ago
- More logs - Call set tow id with detach
24 Days Ago
- Additional Logs - Codegen
24 Days 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