branchrust_reboot/main/weapon_rackscancel
296 Commits over 273 Days - 0.05cph!
Added makeshift standing weapon rack
LODs/Gibs/COL/Materials & Textures
initial prefab setup for adam
Weapon racks can now opt to use colliders instead of grid pos to determine hovered weapon.
Freestanding vertical rack now uses this method for more accuracy.
client/server compile fix
Make a couple of functions not static so that their RPCs get generated correctly
fixes, optimisations, refactoring, manifest.
Weapon placement rotation is no longer a clientvar
Check clientside if held weapon is accepted by the current rack type before showing the UI.
Enforce weapon type check serverside.
Clear lookingAtWeaponSlot correctly so that UI doesn't get stuck.
Updated test save.
Added profiling.
#if editor
Fix pegs not being shown when swapping a weapon
show outlines when hovering mounted weapons
added manual render bounds ovveriding for weapons that need it.
applied to dbs.
bunch of weapon config updates
setup some test weapons for standing rack.
test save.
merge from main, proto conflict fix
Tweaked placement offset for standing rack
increase grid y cell count of stand
rename stand prefab/item and make it freestanding.
repair UI prefabs after merge
merge from merge_from_main
refactoring and test deployable
some refactor / cleanup and proto pooling