branchrust_reboot/main/siege_weaponscancel
313 Commits over 61 Days - 0.21cph!
- UpdateWheelVisualsSimple now uses correct delta
- Battering ram forces a visuals update once to start
Fixed clientside wheel turning for the battering ram. Just infer turn angle from wheel input and max steer angle.
- Fixed client build issues
- Added IClientComponent to Battering ram and BaseSiegeWeapon visuals
- Allow instantForced to be called in SimpleVehicleVisuals
- Remove Logs
- Moved away from quaternions when applying wheel rotation (should help with bugs?)
- Battering ram moved over to use chassis visuals via SimpleVehicleVisuals.
- Added support for multiple steer and clamp angles to SimpleVehicleVisuals
- Set up more logs
- BatteringRamVisuals
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
Added fx effects to all of the battering rams wheels
replaced fully rigid linear constraint with a stiff spring and a small linear limit for it to play in
- absorbs force spikes better, especially when a kinematic body is attached
horse walking, trotting, sprinting, and turning speeds modified by towing
- currently flat modifier of 60 percent across the board
missing TowingJointBreakDebug file
Added TowConfig to ballista
Prevent mounting and dismount any mounted player when towed
siege weapons override vehicle handbrakes when being towed
- fixed towed entities not getting their tow attach/detach callbacks
client-only compile fixes
- Dont force wheel update code. Abstract -> Virtual
- Base Siege Weapon now implements VehicleChassisVisuals Client Wheel User
- Siege Weapon Wheels are stored on the shared class now
- Swapped all siege weapons over to Bills new system (apart from BatteringRam)
- BaseSiegeWeapon handles most of the movement logic
Switched ballista mounted anim to standing
Added placeholder hand IK (looks painful)
more towing strength adjustment
Cancel ballista reloading when unmounting mid-reload
Reduced turning speed
applying horse motion through rigidbody to give more information for joint resolution, also adjusted towing anchor down
Can't use the ram without starting the engine
Removed allowedItems list from Mailbox, this list is now in StorageContainer
Better catapult colliders, added lootpanel prefab
halved twoing joint break strength
Refactor: Further simple vehicle changes
- Turned SimpleVehicleVisuals into a utility class instead.
- Introduction of SimpleCarVisualsController to handle passing of appropriate settings into VehicleChassisVisuals.
- Setup standard wheel update method. Retained old method of overrides.
Adjusted battering ram and ballista mount positions
SimpleVehicleVisuals server compile fix
Battering ram player model IK setup, added placeholder steering wheel
Using the ram consumes fuel
Added RemoveFuel in IFuelSystem to allow removal of a specified amount of fuel in one go
Battering ram client steering, brake and throttle client inputs
Engine audio baseline
Battering ram attack interaction moved to a world button
Created simple vehicle system. This is a wrapper around the original VehicleVisuals system which allows quick creation of vehicle wheel movement without immense boilerplate.
Restored battering ram animations
Moved the existing models into a placeholder folder
Restored battering ram model position
Ballista reloading fixes and cleanup
Added new ballista incendiary spear ammo
Added client reload and ammo switching logic (still wip)
Battering ram constructable prefab and item setup
Fixed missing animator
Reverted catapult's textures meta unwanted changes in
106265
update to visuals prefab pivot (temporary)
updated ram hardware models to reflect latest concept changes
battering ram update to work in progress visuals
Added gibs to catapult. Changed catapult rust decals mat lookup.
battering ram fuel consumption
Fixed siege tower server collider
Ballista gamefeel, placeholder anims
Added ballista spear ammo item + placeholder effect and projectile prefabs