branchrust_reboot/main/siege_weaponscancel

432 Commits over 91 Days - 0.20cph!

2 Years Ago
Battering ram attack interaction moved to a world button
2 Years 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 Years Ago
Restored battering ram animations Moved the existing models into a placeholder folder
2 Years Ago
Restored battering ram model position
2 Years Ago
Ballista reloading fixes and cleanup
2 Years Ago
Added new ballista incendiary spear ammo Added client reload and ammo switching logic (still wip)
2 Years Ago
Battering ram constructable prefab and item setup Fixed missing animator
2 Years Ago
Reverted catapult's textures meta unwanted changes in 106265
2 Years Ago
merge from main
2 Years Ago
update to visuals prefab pivot (temporary)
2 Years Ago
updated ram hardware models to reflect latest concept changes
2 Years Ago
battering ram update to work in progress visuals
2 Years Ago
Added gibs to catapult. Changed catapult rust decals mat lookup.
2 Years Ago
battering ram fuel consumption
2 Years Ago
merge from main
2 Years Ago
backup ram prefab
2 Years Ago
Fixed siege tower server collider
2 Years Ago
Ballista gamefeel, placeholder anims
2 Years Ago
Added ballista spear ammo item + placeholder effect and projectile prefabs
2 Years Ago
siege tower update
2 Years Ago
Ballista loading and firing logic Added projectile firing overload methods to BaseMountable
2 Years Ago
Tweaked siege weapon masses and explosion damage multiplers so they react to forces when hit by explosions
2 Years 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 Years Ago
modular car style suspensions for battering ram and skateboard
2 Years Ago
merge from main
2 Years Ago
Compile fixes
2 Years Ago
BatteringRam now inherits from GroundVehicle
2 Years Ago
Battering ram work in progress - added driver seat, fuel storage and engine logic
2 Years Ago
Activated towing on all siege weapons
2 Years Ago
Code cleanup, all siege weapons now inherit from BaseSiegeWeapon
2 Years Ago
Battering ram prefab and code baseline Added BaseSiegeWeapon class, started to clean up prototype code
2 Years Ago
Polish on catapult. Fixed missing material slot on catapult entity
2 Years Ago
battering ram temporary greybox
2 Years Ago
TowingAttachment compile fix
2 Years Ago
Ballista aiming logic wip Added a setting for mountables to override player eyes rotation
2 Years Ago
Feedback and polish on catapult and textures
2 Years Ago
Added Catapult Explosive Ammo Blockout Model
2 Years 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 Years Ago
cars ticking tow attachment properly and handling detaching
2 Years Ago
adjusting layering and position of towing anchors and triggers
2 Years Ago
Reduced AO on catapult trims
2 Years Ago
Added ballista seat, prefabs setup
2 Years Ago
Ballista prefab setup, code baseline
2 Years Ago
Compile fix
2 Years Ago
Removed Catapult references in RidableHorse and ModularCar, use ITowing instead Renamed anchor and trigger gameobjects
2 Years Ago
Parented the ammo storage interaction collider to the catapult arm, so the collider follows the arm pos
2 Years Ago
removed dependency on BaseEntity from AttachTo
2 Years Ago
-Ballista Begin
2 Years Ago
more towing - inverted control of towing attachment - simplified AttachTo func, we can get the anchor points internally with information from the interface
2 Years Ago
Polish to catapult art. Added decal renderer to catapult prefab.