branchrust_reboot/main/primitivecancel
437 Commits over 62 Days - 0.29cph!
Reduced the temp ragdolling maximum time
Increased ballista bolts projectile speed
Changed the placeholder bolts damage so they aren't all doing the same damage (wip)
Tweaked siege weapon health and protection
Tweaked horse ground angle update rate convar values
Horse animations: calculate speed and reversing parameters in local space
Horse metal footsteps default to concrete instead of dirt
Fixed horse animations on vehicle large layer (cargo, harbor swing bridge)
Fixed animals not playing footsteps on Vehicle Large and Vehicle Detailed layers
Towing anchor tweaks, prevent horse legs to climb on the catapult bumper
Horse legs animator tweak, added Transparent layer detection
Ram's head collider change when broken
Tweaked vehicle server collider
Battering ram cabin lights
When the head is damaged, change the button interaction + gametip explaining what to do
Louder battering ram impact sound
Fixed NRE when hitting tugboat with the battering ram
Fixed vehicles being able to use horse poop (or any item) as fuel
Battering ram back door effects
Added a new layer for visual wheels, we were using the server layer Vehicle World instead of Vehicle Detailed
A visual wheel can't hit its owner colliders
Battering ram metal impact
Battering ram engine exhaust effet
Horse: make sure to damage all mounted players when doing the collision damage
Setup prefab information
Fixed player floating above ground when rotating the ballista
Player follows the ground level
Better clipping checks
Fixed ballista SiegeWeaponVehicleAudio.StartReloadSounds NRE
Unpacked catapult mesh prefab, see if it fixes the unpooled bone names
Tweaked battering ram door max angles
New battering ram dismount pos
Disabled the new terrain collision proxy collider added on horses, need a better solution
Removed the 30s repair delay on the battering ram head
Fixed ballista not repairable when hammering its subentity
Use GetCurrentGroundTypeNoAlloc in all VehicleChassisVisuals
Added TerrainConfig.GetCurrentGroundTypeNoAlloc, compare the physics material by instance id instead of by name
For 100 catapults, from 3.9 KB 0.2ms -> 0.1ms
Make sure to stop any stationary siege weapon chassis visual update tick
Updated pumpkin world model collider so they no longer roll indefinitely when dropped on the ground
Removed ballista pulling interaction
Battering ram headlight toggle
Tweaked battering ram cockpit colliders
Fixed swapping seats blocking the horse
Passenger can't send local input to the horse
Added a dedicated TerrainCollisionProxy collider for the horses
Fixed horses standing on trough in ranches
S2P both ranches
Make sure to include any passenger when ragdolling the horse driver
Fixed horse double saddle culling
Closed battering ram cockpit door
Scaled up the wheel a lil bit and added suspension
Fixed battering ram not using its VehicleChassisVisuals
Updated BatteringRamVisuals to move the axles
Cleaned up BaseSiegeWeaponVisuals
Updated catapult world colliders, tweaked wheels stiffness
Fixed ballista reload end sound not playing
Fixed ballista audio, had fun with animation events and cycle offset animation
Increased ballista textures aniso level, less blurry in first person view
Ballista:
Fixed reloading while aiming feeling choppy
Improved the client prediction
Broke the audio tho, needs more work
Ballista: decreased reload time, increased turning speed, 360 degrees range and increased vertical down angles
Added some ramp colliders at the back and front of the battering ram to help with the ground clearance
Fixed SiegeWeaponVehicleAudio NREs
Horse server optims, throttled auto avoidance
Added convars to throttle the ground normal update too, so we can fine tune it
Minor client optims
Set battering ram seat to mobile, changed dismount hold type