121,531 Commits over 4,048 Days - 1.25cph!
Added the constructable item info UI panel to the tech tree as well
Added the constructable item info UI panel to the tech tree as well
merge from primitive/ballista_towing_repos
Fixed ballista towing not showing ropes
merge from catapult_ragdoll_visibility_fix
forcing culling visibility of player with ragdolling
Added generic pie.projectile.
Setup test pie items as throwable.
merge from horse_double_ragdoll_fix
Bunch of throwing setup.
Removed revolved VM from vm.
Setup throwing VM events.
Converted Food heldentity to BaseMelee
resetting airtime and grounded state when horse exits ragdoll
Updated Medieval Barricade Icon to include Mipmapping
snake anim controller set up and linked to its entity
Continuing work on zigg shell (still heavily WIP)
merge from primitive/deployable_ammo
Correct tiger audio import settings (load in bg, preload, pcm)
Add terrain layer to GroundWatch
Switch explosives to Deployed layer
Update chain reaction layer mask
Custom deployed explosive - lower damage and splash radius compared to throwing type
Updated pickup and deployment timers
placement effect
ground watch setup - not working for now due to wider layer changes are needed
Allow siege explosive deployables to be picked up - two second pickup time
Prevent deployment inside trees and nodes
Implement IIgniteable and ISplashable so the explosives can be lit and defused
More reliable chain reactions
Fixed explosives not doing damage
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Set up flammable version, better iexplosion effects
Extra scene/prefab backups
First pass on deployable siege weapon ammo
Scenes + prefab setup backups
RidableHorseAudio null checks just in case
Restored catapult boulder impact effects
Cherrypicked
112295 - battering ram sounds polish
Cherrypick
112230 - catapults/ballista sounds polish
Cherrypicked
112070 shield sounds
Cherrypicked
111892 - mini crossbow sounds
Ballista effects surgery: pulled in the new incendiary and hammerhead bolt effects
merge from primitive -> aux2
merge from primitive/era_loot_tables -> primitive
Fix so it also blocks primitive only loot tables when in vanilla
Catapult fire and explosive ammo impact sounds
Better handling of locked item that requires another blueprint, show the item in the crafting menu if the steam item is owned but locked