branchrust_reboot/main/siege_weaponscancel
432 Commits over 91 Days - 0.20cph!
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
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.