11,424 Commits over 3,561 Days - 0.13cph!
Only try and hitch when the last player has dismounted, not just any player.
Reworked the claim RPC to specify the purchase token we are using, and then check we have it.
Transfer the saddle purchase item to the horse when claiming it, then mount it.
Added PurchaseOption definition.
Horses can now have multiple purchase options, with menus and associated item tokens.
Show dynamic purchase menu options based on held items.
Setup options.
Codegen.
move BaseRidableAnimal stand collision check to a virtual function, override it for RidableHorse and check the relevant mount positions
Check and dismount any riders that are too heavy, not just the driver
dismount any riders if saddle is removed
Clear Flag_HasRider when mounted player count is 0, not when any player dismounts.
Added third mount point, use correct ones depending on saddle type.
never show occupied menu.
update mount flags and max capacity after item change.
client-side friendly version of HasSeatAvailable
determine ideal mount point based on equipped saddle type and occupancy
use mount menu instead of ride menu, but check new menu conditions.
show equipped single/double saddle model
valid saddle / seat checks.
seat capacity / availability checks.
fix flag conflicts.
saddle items/equip and seat count wip
Added profiling.
#if editor
Fix pegs not being shown when swapping a weapon
ghost and outline fixes and improvements. tidy up.
wip lookat refactor/testing
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.
Don't create pegs for stand racks