All Rust commits from Facepunch
Mortar explosion. HDR tweak on explosion small for tonemap tweak.
Fixed loop issue on small explosion.
Attack prefab setup. Embedded on deployed like the cannon atm.
More tuning. Backup.
Mortar WIP.
FX stuff
Add mortar recoil and target distance randomness.
Fix mortar shell in hand orientation during reloads, fix visiblity cutoffs too.
Fix invisible colliders on mortar, fix mount trigger,
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Don't crossfade sweep anims, just layer the lower anim on top.
Tilt mortar up during reloads to match animation, fix reload speed being inconsistent after each reload(other fix didnt work, use flags instead).
Scaled to match mortar tube.
Mortar ammo stuff.
merge from mortar
Scale mortar shells, fix shells clipping through mortar when firing, tweak IK curve for loading cannon.
Add IK hand blending to mortar reload anim, fix shell not being visible during loading(still needs offset/rotation adjustment)
Fix animation jitter and uneven load animation speed
Replace temporary firing animation with the mortar attack animation, implement handle rotation, fix low/high sweep transitions not fully crossfading. Change mortar yaw transform to not rotate the whole mortar with it, fix all the bugs involved. (mount/look rotation)
Blend between low/high sweep animations on mortar when aiming/up down to make hand IK not look crazy.
Add a way to use multiple animation handles with the player model.
merge from mortar
Set new pitch clamps to match animations (30-60deg), update IK hand targets
Disable leg animator, re-enable sweep anim, swap to zero rotation sweep.
Prototype sweep anim, move distance calc to server regions, setup mount offset, IK, sweep anim.
update from mortar
update from main
Remove fuse lighting from mortar. Add instantly firing on reload. Fix firing point not being attached to the mortar. Implement distance text Implement velocity calc for mortar firing. Remove aim direction resetting on reload (old inherited behaviour) (Mortar seems functional, needs randomness and recoil.)
Hook up mortar to overlay, setup pitch/yaw rotation on mortar, fix not being able to get close to the mortar because of old colliders, fix pitch clamp to match mortar angles 0-45. Start cleaning up and removing a lot of objects from the old prefab.
Add a generic overlay to use with mortar's distance text - basically just binocular overlay without the scope.
Make mortar 3 functional: - swap out the script to allow for overriding behaviour. (empty for now) - hook up mortar shells as ammo - fix missing references for animator, ammo, fuse
merge from main
Add NRE checks in Cannon & Ballista to ignore the missing references to hands & fuses
Add mortar3 (cannon based mortar)
Add to manifest
Fix prefab id
Update manifest
Create new version of the mortar prefab based on ballista
Rename mortar.entity -> mortar2.entity
Rename MortarEntity.cs -> MortarEntityOld.cs
Fix HasFlags()
Codegen
Fix GetActiveItem() after merge
merge from mortar -> mortar_prototype
merge from main -> mortar_prototype
Fix the mortar facing backwards when placing (even though ti's a placeholder model)
Make the placeholder item icon for a mortar shell more distinct because a blue rocket is terrible
Switch the adjustment tool from hammer -> pipe tool because holding E to pickup prevents the radial menu from opening
Add per-player cooldown so you can't alternate mortars to fire faster than intended - set cooldown on both players & mortars - use prediction to set the cooldown on the client after firing the mortar so the UI for "Fire" doesn't flicker before the network update is sent
Make "Fire" take 2.5 seconds - shorten cooldown from 4 -> 2 seconds to compensate - using the progress bar to imagine some kind of loading shell animation and then the mortar would have a short cooldown after shooting before you can load the next one Keep setting up prefab - enable repair - set max health - reduce placement angle from 45 degrees to 15 degrees (since it's currently based on large box placement)