4,959 Commits over 670 Days - 0.31cph!
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
Horse gaits (walk, trot, canter, gallop)
Tweaked speeds
Fixed inputs not set to 0 when dismounting
Added some debug to visualize forces
wee impulse forward when jumping
+ some tweaks
Increased Y inertia tensor to fix the residual rotation caused by gravity
Reduced drag so the horse takes longer to decelerate from max speed to 0 after releasing inputs
Fixed NRE in SkeletonEditor
Changed rotations to use relative torque
Added some friction and restored drag
+ speed and collider tweaks
Removed debug
Tweaked prefab rigidbody
Better jump controls
Client head IK tweaks
Horses can jump (wip)
Tweaked server colliders
Handbrake so we don't slide down slopes
Somewhat working gravity
Baseline
Horse movements using physics like vehicles
Prevent player dismounting from temp ragdoll mountable
Reduced the limbs rdrag and added bounciness
Added a seat in the catapult basket that players can mount
Firing will launch any mounted player
Catapulted players are put in temporary ragdoll mode