branchrust_reboot/main/siege_weaponscancel
209 Commits over 91 Days - 0.10cph!
Stripped out the initial towing test code
Horses dung system
Fixed dungTimeScale convar not scaling dung production
Disabled air time temp ragdoll for now
Disabled horse temp ragdoll for now
Fixed dismounting
Horses can eat food again, this time using a trigger instead of vis.entities
Stationary flag and rigidbody sleep logic
Implemented new ballista placeholder anims
Restored horse stamina
Compile fix
merge from hackweek_horse_rewrite
merge from main (bumped siege weapon protobud id to resolve conflict with vending machine stats)
Refactored the battering ram door to be an interpolated body instead of a sub ent (wip)
Restored detail layer albedo alpha to 0 on some battering ram mats
Removed useless override in base siege weapon
Catapult projectiles cleanup
Added new ballista bolt items
Fixed siege tower drawbridges replication
Fixed SiegeTowerDoor NRE
Manifest
Waterlogged methods cleanup
Tweaked ballista waterlogged point
Fixed battering ram door wheels culling, set to isDynamic
Siege tower decay reset when used
Collision effects and minimum collision force tweaks
BaseSiegeWeapon now inherits from GroundVehicle
and BatteringRam now inherits from BaseSiegeWeapon
Catapult projectiles naming
Fixed push interaction showing when looking at disabled reload and fire interactions point
Fixed battering ram fuel storage openable from outside through chassis colliders
Added lookingAtColliderNoPenalty in BasePlayer
Set as the real collider the player is looking at, before we apply distance penalties based on available interactions
Useful when you want precise interactions on vehicles with many colliders (like the catapult)
Catapult ammo projectiles speed and gravity tweaks
Deleted old towing test prefabs
More robust checks when firing catapult projectile, make sure boulders ignore the catapult when sweeping
Tweaked projectile spawn point, speed and gravity
Replaced placeholder art on boulder projectile prefab
Fix catapult boulder exploding instantly in some cases
Removed unused audio components on the catapult
Never cull battering ram wheels
Removed flat fuel consumption when triggering the battering ram
Fixed battering ram firing replication
Can't operate waterlogged ballista and catapult
Can't pull and reload a catapult at the same time
Fixed catapult push interaction showing when looking at ammo, reload and fire points
Tweaked battering ram water logged point
Fixed "occupied" being shown when not looking at the occupied mount point
Fixed siege weapon release interaction showing "Release the boat"
Battering ram constructable switched to additive mode
Added stage 4
Fixed battering ram front wheels disappearing
Fixed the effects rotating with the wheels
Re-enabled sync position on battering ram door