2,939 Commits over 456 Days - 0.27cph!
Fixed issues with speed calculation when wearing horse armor
Added 'autopilot' editor convar to make horses move by themselves
Fixed StateLayerController never cancelling its FadeOutLayer invokes, causing client performance issue with moving horses
Siege weapon item descriptions
Catapult default pose set to idle, fixes the noticeable change when spawning them
Galloping speed bonus when on road
Firing the catapult will block the push interaction for 2 seconds
Can't feed swimming horses
GetCurrentIngredientProgressAmount NRE fix for client ahead of the server
Catapult firebomb fire spread/lifetime/damage matches the incendiary rocket
Slower ballista hammerhead bolt
Minor build cost indicator color fix
Stop leading when horse starts ragdolling
Can't lead a ragdolled horse
Fixed repair cost UI not showing as red (caused by 111605)
Tweaked mounted ballista colliders
Static ballista rig setup
Updated icon
merge from primitive/deployable_ballista
Mounted ballista detailed colliders
Reverted
111575 (restored mounted ballista rig)
Constructable entities now require the correct amount of resources
Added UI showing the required resources when aiming at a constructable entity
Make sure to reset leading flag when leader player dies
Tweaked siege weapon constructables deploy volumes
Added GetRedirectHealthInfo in BaseCombatEntity, allows us to show another BaseCombatEntity health when being looked at
BallistaGun shows the health of the vehicle
Horse temp ragdoll shows the health of the horse
Updated mounted ballista and ballista name and shortname
Manifest
merge from primitive/deployable_ballista
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
Rotate player when rotating the static ballista
Fixes, can mount static ballista
Added static ballista deployable, without the wheeled base (wip)
Renamed ballista vehicle to "Mounted Ballista"
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