branchrust_reboot/main/siege_weaponscancel
432 Commits over 91 Days - 0.20cph!
Added fake physics rope to use for towing: puts a rational bezier curve along a line renderer.
Added support for some fake wind and sway.
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Ensure ride horse shows up higher in menu before towing options
Changed towing/detaching to be menu items on the horse rather than automatic/keybinds
pivot work on battering ram wheel
Added a system to show different gameobject based on whats loaded in the ballista magazine
Set up a different placeholder model for each spear ammo item
Fixed some client loading issue
battering ram shell temp preview
Added a power bar to show the ballista reload progress
Fixed issues when reloading with no compatible ammo in your inventory
Code cleanup
Added Ballista item and constructable prefabs
Work around to try and get battering ram wheels working. Still issues, now due to gimbal lock
Ballista client compile fixex
Finally got Battering Ram wheel movement working as it should. Increased update rate. Call visuals.UpdateTickStopped when client tick stops.
Ballista reloading cleanup
Restored ammo switching
Some client anim fixes
Changed the ballista reloading to a hold R to reload system
Added steer angle calculation to load
- 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