branchrust_reboot/main/siege_weaponscancel

432 Commits over 91 Days - 0.20cph!

2 Months Ago
Battering ram attack interaction moved to a world button
2 Months Ago
Created simple vehicle system. This is a wrapper around the original VehicleVisuals system which allows quick creation of vehicle wheel movement without immense boilerplate.
2 Months Ago
Restored battering ram animations Moved the existing models into a placeholder folder
2 Months Ago
Restored battering ram model position
2 Months Ago
Ballista reloading fixes and cleanup
2 Months Ago
Added new ballista incendiary spear ammo Added client reload and ammo switching logic (still wip)
2 Months Ago
Battering ram constructable prefab and item setup Fixed missing animator
2 Months Ago
Reverted catapult's textures meta unwanted changes in 106265
2 Months Ago
merge from main
2 Months Ago
update to visuals prefab pivot (temporary)
2 Months Ago
updated ram hardware models to reflect latest concept changes
2 Months Ago
battering ram update to work in progress visuals
2 Months Ago
Added gibs to catapult. Changed catapult rust decals mat lookup.
2 Months Ago
battering ram fuel consumption
2 Months Ago
merge from main
2 Months Ago
backup ram prefab
2 Months Ago
Fixed siege tower server collider
2 Months Ago
Ballista gamefeel, placeholder anims
2 Months Ago
Added ballista spear ammo item + placeholder effect and projectile prefabs
2 Months Ago
siege tower update
2 Months Ago
Ballista loading and firing logic Added projectile firing overload methods to BaseMountable
2 Months Ago
Tweaked siege weapon masses and explosion damage multiplers so they react to forces when hit by explosions
2 Months Ago
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
2 Months Ago
modular car style suspensions for battering ram and skateboard
2 Months Ago
merge from main
2 Months Ago
Compile fixes
2 Months Ago
BatteringRam now inherits from GroundVehicle
2 Months Ago
Battering ram work in progress - added driver seat, fuel storage and engine logic
2 Months Ago
Activated towing on all siege weapons
2 Months Ago
Code cleanup, all siege weapons now inherit from BaseSiegeWeapon
2 Months Ago
Battering ram prefab and code baseline Added BaseSiegeWeapon class, started to clean up prototype code
2 Months Ago
Polish on catapult. Fixed missing material slot on catapult entity
2 Months Ago
battering ram temporary greybox
2 Months Ago
TowingAttachment compile fix
2 Months Ago
Ballista aiming logic wip Added a setting for mountables to override player eyes rotation
2 Months Ago
Feedback and polish on catapult and textures
2 Months Ago
Added Catapult Explosive Ammo Blockout Model
2 Months Ago
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)
2 Months Ago
cars ticking tow attachment properly and handling detaching
2 Months Ago
adjusting layering and position of towing anchors and triggers
2 Months Ago
Reduced AO on catapult trims
2 Months Ago
Added ballista seat, prefabs setup
2 Months Ago
Ballista prefab setup, code baseline
2 Months Ago
Compile fix
2 Months Ago
Removed Catapult references in RidableHorse and ModularCar, use ITowing instead Renamed anchor and trigger gameobjects
2 Months Ago
Parented the ammo storage interaction collider to the catapult arm, so the collider follows the arm pos
2 Months Ago
removed dependency on BaseEntity from AttachTo
2 Months Ago
-Ballista Begin
2 Months Ago
more towing - inverted control of towing attachment - simplified AttachTo func, we can get the anchor points internally with information from the interface
2 Months Ago
Polish to catapult art. Added decal renderer to catapult prefab.