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1,808 Commits over 366 Days - 0.21cph!

3 Months Ago
Added a very first pass of door controller tests using copypaste to load pre-built circuits
3 Months Ago
merge from main
3 Months Ago
Added new ballista incendiary spear ammo Added client reload and ammo switching logic (still wip)
3 Months Ago
Battering ram constructable prefab and item setup Fixed missing animator
3 Months Ago
Reverted catapult's textures meta unwanted changes in 106265
3 Months Ago
merge from main
3 Months Ago
Fixed halloween candies spawning inside cliffs When spawning we now check the terrain topology and run a simple raycast to reposition them if the topology is CLIFF or CLIFFSIDE
3 Months Ago
Double clicking on a selection history entry now calls AssetDatabase.OpenAsset
3 Months Ago
battering ram fuel consumption
3 Months Ago
merge from main
3 Months Ago
Updated english engine.json file
3 Months Ago
Cherrypicked 106168
3 Months Ago
Fixed halloween hunt score announcement typo
3 Months Ago
Fixed siege tower server collider
3 Months Ago
Ballista gamefeel, placeholder anims
3 Months Ago
Added ballista spear ammo item + placeholder effect and projectile prefabs
3 Months Ago
Ballista loading and firing logic Added projectile firing overload methods to BaseMountable
3 Months Ago
Tweaked siege weapon masses and explosion damage multiplers so they react to forces when hit by explosions
3 Months Ago
Battering ram attack logic, press fire to attack while in the driver seat to attack and damage entities in front of you Only damages building blocks atm Placeholder animations and effects
3 Months Ago
merge from main
3 Months Ago
Compile fixes
3 Months Ago
BatteringRam now inherits from GroundVehicle
3 Months Ago
Battering ram work in progress - added driver seat, fuel storage and engine logic
3 Months Ago
Activated towing on all siege weapons
3 Months Ago
Code cleanup, all siege weapons now inherit from BaseSiegeWeapon
3 Months Ago
Battering ram prefab and code baseline Added BaseSiegeWeapon class, started to clean up prototype code
3 Months Ago
TowingAttachment compile fix
3 Months Ago
Ballista aiming logic wip Added a setting for mountables to override player eyes rotation
3 Months Ago
Added ballista seat, prefabs setup
3 Months Ago
Ballista prefab setup, code baseline
3 Months Ago
Compile fix
3 Months Ago
Removed Catapult references in RidableHorse and ModularCar, use ITowing instead Renamed anchor and trigger gameobjects
3 Months Ago
Parented the ammo storage interaction collider to the catapult arm, so the collider follows the arm pos
3 Months Ago
merge from main
3 Months Ago
Experimental changes to horses, trying to improve the gamefeel - Added subtle neck movement in the direction you're heading - Increased turning speed - Reduced stopping time, pressing backward at full speed will now trigger the stand anim and slide
3 Months Ago
Early tests at getting siege weapons hitchable by horses and cars Tweaked catapult colliders, added repel and hurt triggers
3 Months Ago
merge from physics_horses
3 Months Ago
merge from main
3 Months Ago
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3 Months Ago
merge from main
3 Months Ago
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3 Months Ago
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3 Months Ago
Catapult constructable stages Restored wheel visuals Improved firerecoil physics
3 Months Ago
Siege tower constructable tweaks
3 Months Ago
Implemented catapult art, retargeted the animations Setup catapult constructable prefab
3 Months Ago
Initial work on “constructable” entities: when deployed, we spawn a skeleton structure that needs to be hit with a hammer until its fully built. Once completed the entity is spawned Applied this new system to the siege tower
3 Months Ago
Fixed drawbridge animations Added another drawbridge to the lower level