branchrust_reboot/main/siege_weaponscancel

432 Commits over 91 Days - 0.20cph!

11 Months Ago
Battering ram attack interaction moved to a world button
11 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.
11 Months Ago
Restored battering ram animations Moved the existing models into a placeholder folder
11 Months Ago
Restored battering ram model position
11 Months Ago
Ballista reloading fixes and cleanup
11 Months Ago
Added new ballista incendiary spear ammo Added client reload and ammo switching logic (still wip)
11 Months Ago
Battering ram constructable prefab and item setup Fixed missing animator
11 Months Ago
Reverted catapult's textures meta unwanted changes in 106265
11 Months Ago
merge from main
11 Months Ago
update to visuals prefab pivot (temporary)
11 Months Ago
updated ram hardware models to reflect latest concept changes
11 Months Ago
battering ram update to work in progress visuals
11 Months Ago
Added gibs to catapult. Changed catapult rust decals mat lookup.
11 Months Ago
battering ram fuel consumption
11 Months Ago
merge from main
11 Months Ago
backup ram prefab
11 Months Ago
Fixed siege tower server collider
11 Months Ago
Ballista gamefeel, placeholder anims
11 Months Ago
Added ballista spear ammo item + placeholder effect and projectile prefabs
11 Months Ago
siege tower update
11 Months Ago
Ballista loading and firing logic Added projectile firing overload methods to BaseMountable
11 Months Ago
Tweaked siege weapon masses and explosion damage multiplers so they react to forces when hit by explosions
11 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
11 Months Ago
modular car style suspensions for battering ram and skateboard
11 Months Ago
merge from main
11 Months Ago
Compile fixes
11 Months Ago
BatteringRam now inherits from GroundVehicle
11 Months Ago
Battering ram work in progress - added driver seat, fuel storage and engine logic
11 Months Ago
Activated towing on all siege weapons
11 Months Ago
Code cleanup, all siege weapons now inherit from BaseSiegeWeapon
11 Months Ago
Battering ram prefab and code baseline Added BaseSiegeWeapon class, started to clean up prototype code
11 Months Ago
Polish on catapult. Fixed missing material slot on catapult entity
11 Months Ago
battering ram temporary greybox
11 Months Ago
TowingAttachment compile fix
11 Months Ago
Ballista aiming logic wip Added a setting for mountables to override player eyes rotation
11 Months Ago
Feedback and polish on catapult and textures
11 Months Ago
Added Catapult Explosive Ammo Blockout Model
11 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)
11 Months Ago
cars ticking tow attachment properly and handling detaching
11 Months Ago
adjusting layering and position of towing anchors and triggers
11 Months Ago
Reduced AO on catapult trims
11 Months Ago
Added ballista seat, prefabs setup
11 Months Ago
Ballista prefab setup, code baseline
11 Months Ago
Compile fix
11 Months Ago
Removed Catapult references in RidableHorse and ModularCar, use ITowing instead Renamed anchor and trigger gameobjects
11 Months Ago
Parented the ammo storage interaction collider to the catapult arm, so the collider follows the arm pos
11 Months Ago
removed dependency on BaseEntity from AttachTo
11 Months Ago
-Ballista Begin
11 Months Ago
more towing - inverted control of towing attachment - simplified AttachTo func, we can get the anchor points internally with information from the interface
11 Months Ago
Polish to catapult art. Added decal renderer to catapult prefab.