2,170 Commits over 397 Days - 0.23cph!
Door controller server tests
Fixed some old failing tests
New test utils, code cleanup
Fixed door controller side inputs adding active usage to batteries
When mapping the circuit to calculate the drain, do not consider the device connected to the door controller output if we're coming from a side input
Fixed the exact same bug with industrial conveyors
Tweaked static ballista deploy volumes and dismount pos
Added new dismount pos to the mounted ballista so it can be mounted when aiming upwards on uneven terrain
Static ballista mount/dismount sounds
merge from main/horse2_fixes/handling
Increased minimum air time before ragdoll
Increased collision damage threshold to trigger ragdoll
Less gravity and higher minimum airtime before taking fall damage
Tweaked turn speed when holding ctrl
Tweaked head movements
Added a gametip mentioning the new horse controls (ctrl for sharper turns)
Also added to the loading screen tip pool
Tweaked in-place turning behaviour
Decreased gait progression interval when holding shift
merge from main/horse2_fixes
merge from main/horse2_fixes
Compile fix, don't use Skeleton to reset bone pos for now
merge from main/horse2_fixes
Removed Vehicle Detailed layer from horses k detection layer mask, it prevents legs from hitting themselves
Restored horse animation speed reset when exiting ragdoll
Reset horses server and client bone local positions after exiting ragdoll
Reset lastMovingTime when exiting ragdoll
Fixed BatteringRam.MoveToNormalBreakForce server NRE
Duplicated and null ingredients ItemDefiniton tests
Fixed ice high wall double ingredients
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Fixed battering ram arm not hitting decor colliders
If no entity is hit, it now checks for decor colliders and considers them valid targets, triggering impact effects/animations etc
Toned down the collision damage
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Fixed typo on catapult ammo item desc, removed extra spaces
Fixed propane bomb and firebomb both missing their item information panel
Fixed ballista reload animation still playing locally after dismounting
Phrases update
Fixed double space in shield item descriptions
Fixed static ballista using the mounted ballista description
Fixed medieval sheet double door having two different tokens
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Deployed explosives explode when the ground they're deployed on is destroyed
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merge from primitive/deployable_ammo
Fixed explosion effects spawning twice
Offset the explosive effect spawn point a lil bit to reduce clipping
Adjusted flammable ammo effect rotation
Polished explosive bomb effects, added fuse sound
Flammable ammo now use the catapult fire effect when lit
Fixed ignite sound not playing
Fixed propane bombs not deployable on roofs
Physics materials
Fixed deployable explosives short culling distance
merge from primitive/bikes_damage_tweaks
Motobikes and bicycles damage balance pass following temp ragdoll implementationg:
- vehicle and player take less damage from collisions overall
- temp ragdoll initial velocity is now defined by GetMountRagdollVelocity, like for horses