Volumetric armor meshes - #599
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No longer used by current armor system
From elsewhere in the codebase: "skull is around 7-8mm on average for humans, but this gets thicker with bigger creatures; further modified by bone density compared to steel"
Render server (orange) and client (purple) convex vertices to demonstrate desync
Network convex materials, so armor properties can be computed on the client.
Similar to trace but as an image. Prevent Toolgun effect from firing when doing armor scans. Also prevent combos from affecting each other, e.g. CTRL vs CTRL + SHIFT.
Add penetration slider which colors are scaled off of.
Singleplayer prediction issues, underlayed image not appearing.
Lazy initialize material instead of using a timer delay.
Ideally we shouldn't hard code the locations unless we have to.
Should only be used for tool information
Pseudo contraptions will have similar structures to regular contraptions, but for the purposes of a list of entities. This way, contraption and sphere search metrics can use the same pipeline. Refactored both contraption readout and cost breakdown to match this.
ACF.CostLimit global added. Defaults to 500. Randomly checks all contraption's costs and disables those that exceed the limit.
Converts all supported sprops on an old dupe with armor applied to them into their primitive equivalents
Armor was only saved to entity modifiers if done through the player's tool. This has been fixed.
While storing everything as indices is useful for serialization, that could just be done in a one time step. It doesn't make so much sense to reindex when doing many intersection queries.
Should help with the confusion of not being able to apply material when thickness is set
Previous attempt at fixing turret stabilization resulted in acceleration effectively being entirely bypassed for stabilized turrets. This approach retains acceleration ramp up/down for rotating the turret towards its aim point, but bypasses acceleration when relevant for stabilizing the turret from what it's mounted onto.
Resolve turret aim stabilization, take 2
Probably shouldn't be better than heavy ERA. This is *lighter* after all.
You can't use reload on other people's contraptions if you don't have their prop permissions. I guess this is why checkForeReload existed...
- Drivers no longer need to be linked to anything
Proportional reweighing to bring in line with the cannon rebalance
Previously guns had infinite reload times if they were meant to be blocked. This is fixed.
ReloadAngle is only used on magazine reloads for magazine fed weapons such as semi autocannons.
Instead of aiming every 5 seconds or so, it will stop the turret from being aimed at all.
Somehow we managed to store so much information on a turret that certain dupes exceed the AD2 unique table count limit. This should help somewhat.
Linearizes the cost of autoloaders with respect to caliber, to be consistent with guns. Previously it was based on volume, which roughly scaled with the cube of caliber. To keep the high end reasonable, this resulted in moderate and small calibers being much cheaper.
With wisdom gained since (4c0f505), maybe that wasn't the best idea.
This should give them some long needed love...
This reverts commit f26ed99.
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Draft PR for organization and testing