2,944 Commits over 456 Days - 0.27cph!
Fix catapult animator init mismatch between client/server
Set all siege weapon recipes to require 1 ingredient each, so nobody freaks out on reddit when seeing the placeholder values I pulled out of my arse two months ago
Balancing will come later
Catapult projectile throwing LOS checks
Prevent projectiles being fired through constructions and such
Added a server collider to the catapult arm
Tweaked projectiles radius
Catapult animation client/server sync
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Added a new localization key for train yard's skip container, to avoid conflicts with 'skip' the verb in other languages
merge from wire_slack_fix
Reverted wire length 'fix' from
107563
Added missing prevent buidling to catapult constructable prefab
Can't pull/push a mounted ballista
Fixed SocketMod_SphereCheck returning 'Not enough space' instead of 'Cannot build this close to X' when building in a monument prevent building volume
Was happening when deploying siege weapons, amongst other large deployables
Implemented new catapult reload animation
Implemented catapult incendiary ammo model
Updated icon and recipes
Naming
Ballista bolt effects tweaks
Ballista Spear -> Ballista Bolt
Updated placeholder icons
merge from wire_slack_fix
merge from storagemonitor_passthrough
Added passthrough output to the storage monitor
'Power Out' now sends 1 power instead of passthrough - 1
PowerCounter and ElectricSwitch minor optims
ElectricBattery server optims
Fixed battery deplete and charge commands not replying with the correct battery name
Electric button minor server optims
Cleanup and formatting
Storage monitor server optimization
Merged the 3 industrial lights into a single item. Default is white with red and green as skin variants
Will need to support IOEntity spraycan skinning before merging
merge from tincanalarm_recipe/tincanalarm_recipe (?)
Changed tin can alarm recipe: 2 empty tuna cans -> 30 metal fragments
Updated battering ram icon
Catapult deploy guide and construction stages
Deleted now unused meshes
Implemented catapult animations
Set battering ram gibs mesh to read/write enabled
Updated gibbable component
Better acceleration when towing
Limited to trot gait
+ some visual fixes and tweaks
Implemented towing back on new horses
Temporarly ragdoll the horse when colliding at high speed (wip stupid code)
Restored hibox, protection, mounting logic and corpse
Code cleanup
Collision damage tweaks
Splitted the code in client/server files
Updated naming and moved everything in the right folders
Replaced the metal bonk effect for something more appropriate
Collision damage
Ragdoll the rider when taking too much damage (hitting a tree at full speed, running off a cliff etc)
Horse head and body bounciness, so we don't lose too much speed when bumping on trees
Physics tweaks, updated grounded checks
Trying a wheel collider approach to reduce unwanted friction when riding on uneven terrain