2,936 Commits over 456 Days - 0.27cph!
static ballista socket mods tweaks, deploy sound
Restored sounds on static ballista
Fixed mounted ballista swivel rotations
Implemented static ballista rig and new anims
Fixed mount pole world rotation
Fixed horse EatDroppedFood nre
Fixed anim warning when switching ballista ammo
Cleaned up battering ram detailed and world colliders scale
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Enabled repair and pickup on static ballista
All siege weapons item removed from loot pools
Battering ram head removed from lootpool
Fixed BaseVehicle.PenetrationResistance NRE
Implemented new rock models for the catapult scattershot
Updated static ballista incendiary bolt wm
Updated bolts impact sound
Disabled incendiary bolt enabled by default on the ballistagun prefab
ItemModProjectileSpawn now uses the spreadVelocityMin and spreadVelocityMax settings when spawning entities instead of the hardcoded 1 and 3 values
Set all the prefabs using this to spreadVelocityMin 1 and spreadVelocityMax 3 (fire and explosive ammo)
Fixed a potential NRE in AttemptMount when playing in CLIENT SERVER
Fixed ballista bolt world model colliders
Removed unused ballista stuff
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make sure we aren't setting the horse angular velocity when its rigibody is kinematic
Normal variation now scales the legs animator hip blend speed (both on client and server), this helps reducing the brutal hip rotations when riding on uneven terrain
ClientUpdate now packs throttle, steering and avoidance inputs into one byte
Avoidance steering input are now sent to clients (so the horse moves its head when avoiding something)
Small optimisations in the horse update rpc
Fixed horse sliding mode oscillating too much\
Added a delay on the sliding sound before it can be played again
Removed tree layer from catapult spikes trigger
Tweaked world colliders
Better horse auto avoidance
Reduced horse velocity when hitting a vehicle
creativemode.freerepair updates the battering ram head flags correctly
creativemode.freerepair works with constructable entities
Reduced the collision damage horses can inflict on vehicles
Same idea as
111903 but with working code this time
Only use the ground alignment threshold when the tarrain normal variation is above 10 (rough terrain)
Updated ballista bolts descriptions, fixed piercer using hammerhead desc
Updated engine.json
Mark player as hostile after firing a loaded catapult
Ballista comments
merge from primitive/ballista_projectile
Disabled projectile refraction on ballista piercer
Added very low anti-vehicle damage to all other bolts to trigger the addforce on impact
Piercer bolt, anti-vehicle damage
Can pierce through armored vehicles
Fire pos server validation
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Hammerhead bolt, does explosion damage to doors only
Hitting players will temp ragdoll them
Reverted BaseEntity.Parenting change from
111863, not intended