branchrust_reboot/main/siege_weaponscancel
313 Commits over 61 Days - 0.21cph!
Ballista loading and firing logic
Added projectile firing overload methods to BaseMountable
Tweaked siege weapon masses and explosion damage multiplers so they react to forces when hit by explosions
Battering ram attack logic, press fire to attack while in the driver seat to attack and damage entities in front of you
Only damages building blocks atm
Placeholder animations and effects
modular car style suspensions for battering ram and skateboard
BatteringRam now inherits from GroundVehicle
Battering ram work in progress
- added driver seat, fuel storage and engine logic
Activated towing on all siege weapons
Code cleanup, all siege weapons now inherit from BaseSiegeWeapon
Battering ram prefab and code baseline
Added BaseSiegeWeapon class, started to clean up prototype code
Polish on catapult. Fixed missing material slot on catapult entity
battering ram temporary greybox
TowingAttachment compile fix
Ballista aiming logic wip
Added a setting for mountables to override player eyes rotation
Feedback and polish on catapult and textures
Added Catapult Explosive Ammo Blockout Model
added TowConfig prefabattribute that's retrieved and combined between two objects when towing begins
- combines to the most restricted settings of both configs (a towing object may allow free rotation on an axis that the towed object may need to restrict)
cars ticking tow attachment properly and handling detaching
adjusting layering and position of towing anchors and triggers
Reduced AO on catapult trims
Added ballista seat, prefabs setup
Ballista prefab setup, code baseline
Removed Catapult references in RidableHorse and ModularCar, use ITowing instead
Renamed anchor and trigger gameobjects
Parented the ammo storage interaction collider to the catapult arm, so the collider follows the arm pos
removed dependency on BaseEntity from AttachTo
more towing
- inverted control of towing attachment
- simplified AttachTo func, we can get the anchor points internally with information from the interface
Polish to catapult art. Added decal renderer to catapult prefab.
corrected body used by horse for towing and some hitch->tow renaming
separation of towing (renamed from hitching) into its own class, exposing an interface for things that want to tow or be towed (shared interface, the joint goes both ways)
Changes to rope segments of catapult. Added transmission to parts that needed it.
Early tests at getting siege weapons hitchable by horses and cars
Tweaked catapult colliders, added repel and hurt triggers
merge from physics_horses
Catapult constructable stages
Restored wheel visuals
Improved firerecoil physics
Added catapult test meshes for Flavien
Siege tower constructable tweaks
Implemented catapult art, retargeted the animations
Setup catapult constructable prefab
Orientation fix on catapult
Initial work on “constructable” entities: when deployed, we spawn a skeleton structure that needs to be hit with a hammer until its fully built. Once completed the entity is spawned
Applied this new system to the siege tower
Colour adjustments and detail additions to catapult
Added arted-up catapult model, materials, and textures. Some tweaks pending.
Fixed drawbridge animations
Added another drawbridge to the lower level
Added front door and drawbridge to the siege tower
Siege tower prefab setup, added ladders, detailed colliders and parenting triggers