1,410 Commits over 305 Days - 0.19cph!
Better acceleration when towing
Limited to trot gait
+ some visual fixes and tweaks
Implemented towing back on new horses
Temporarly ragdoll the horse when colliding at high speed (wip stupid code)
Restored hibox, protection, mounting logic and corpse
Code cleanup
Collision damage tweaks
Splitted the code in client/server files
Updated naming and moved everything in the right folders
Replaced the metal bonk effect for something more appropriate
Collision damage
Ragdoll the rider when taking too much damage (hitting a tree at full speed, running off a cliff etc)
Horse head and body bounciness, so we don't lose too much speed when bumping on trees
Physics tweaks, updated grounded checks
Trying a wheel collider approach to reduce unwanted friction when riding on uneven terrain
Horse gaits (walk, trot, canter, gallop)
Tweaked speeds
Fixed inputs not set to 0 when dismounting
Added some debug to visualize forces
wee impulse forward when jumping
+ some tweaks
Increased Y inertia tensor to fix the residual rotation caused by gravity
Reduced drag so the horse takes longer to decelerate from max speed to 0 after releasing inputs
Fixed NRE in SkeletonEditor
Changed rotations to use relative torque
Added some friction and restored drag
+ speed and collider tweaks
Removed debug
Tweaked prefab rigidbody
Better jump controls
Client head IK tweaks
Horses can jump (wip)
Tweaked server colliders
Handbrake so we don't slide down slopes
Somewhat working gravity
Baseline
Horse movements using physics like vehicles
Prevent player dismounting from temp ragdoll mountable
Reduced the limbs rdrag and added bounciness
Added a seat in the catapult basket that players can mount
Firing will launch any mounted player
Catapulted players are put in temporary ragdoll mode
Fixed a crash when adding/removing a lot of slacked points to a wire
Fixed a wire length calculation when adding and removing a lot of points
Native arrays allocation optim
Re-applied the PlayerAnimation animator changes from
107542
merge from siege_weapons (kept aux2 PlayerAnimation.controller from the shield branch)
Set battering ram wheels lod to dynamic
Switched siege tower detailed colliders to use the vehicle large layer
Added construction component
Added deploy volume to wooden ladders to exclude siege towers
Added wallpaper analytics
Fixed disabled quantity text for repair bench ingredients when the quantity is 1
Fixed research table lootpanel showing incorrect phrase for broken items
Also fixed truncated texts in some languages
Cutting the power of a broadcasting RF broadcaster will now stop its signal
Added ballista MountPose blend tree
Player model now walks left and right when steering the ballista
Fixed catapult reloading progress bar staying on screen
Fixed ballista rotations nonsense
IK tweaks, reduced clipping with player body
Tweaked server colliders
Ballista ammo models
Reduced ballista recoil