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4,963 Commits over 670 Days - 0.31cph!

1 Year Ago
Cancel ballista reloading when unmounting mid-reload Reduced turning speed
1 Year Ago
Can't use the ram without starting the engine
1 Year Ago
Removed allowedItems list from Mailbox, this list is now in StorageContainer
1 Year Ago
Better catapult colliders, added lootpanel prefab
1 Year Ago
merge from main
1 Year Ago
Adjusted battering ram and ballista mount positions
1 Year Ago
Battering ram player model IK setup, added placeholder steering wheel
1 Year Ago
Using the ram consumes fuel Added RemoveFuel in IFuelSystem to allow removal of a specified amount of fuel in one go
1 Year Ago
Battering ram client steering, brake and throttle client inputs Engine audio baseline
1 Year Ago
Battering ram attack interaction moved to a world button
1 Year Ago
Restored battering ram animations Moved the existing models into a placeholder folder
1 Year Ago
Restored battering ram model position
1 Year Ago
Ballista reloading fixes and cleanup
1 Year Ago
Added a very first pass of door controller tests using copypaste to load pre-built circuits
1 Year Ago
merge from main
1 Year Ago
Added new ballista incendiary spear ammo Added client reload and ammo switching logic (still wip)
1 Year Ago
Battering ram constructable prefab and item setup Fixed missing animator
1 Year Ago
Reverted catapult's textures meta unwanted changes in 106265
1 Year Ago
merge from main
1 Year 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
1 Year Ago
Double clicking on a selection history entry now calls AssetDatabase.OpenAsset
1 Year Ago
battering ram fuel consumption
1 Year Ago
merge from main
1 Year Ago
Updated english engine.json file
1 Year Ago
Cherrypicked 106168
1 Year Ago
Fixed halloween hunt score announcement typo
1 Year Ago
Fixed siege tower server collider
1 Year Ago
Ballista gamefeel, placeholder anims
1 Year Ago
Added ballista spear ammo item + placeholder effect and projectile prefabs
1 Year Ago
Ballista loading and firing logic Added projectile firing overload methods to BaseMountable
1 Year Ago
Tweaked siege weapon masses and explosion damage multiplers so they react to forces when hit by explosions
1 Year 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
1 Year Ago
merge from main
1 Year Ago
Compile fixes
1 Year Ago
BatteringRam now inherits from GroundVehicle
1 Year Ago
Battering ram work in progress - added driver seat, fuel storage and engine logic
1 Year Ago
Activated towing on all siege weapons
1 Year Ago
Code cleanup, all siege weapons now inherit from BaseSiegeWeapon
1 Year Ago
Battering ram prefab and code baseline Added BaseSiegeWeapon class, started to clean up prototype code
1 Year Ago
TowingAttachment compile fix
1 Year Ago
Ballista aiming logic wip Added a setting for mountables to override player eyes rotation
1 Year Ago
Added ballista seat, prefabs setup
1 Year Ago
Ballista prefab setup, code baseline
1 Year Ago
Compile fix
1 Year Ago
Removed Catapult references in RidableHorse and ModularCar, use ITowing instead Renamed anchor and trigger gameobjects
1 Year Ago
Parented the ammo storage interaction collider to the catapult arm, so the collider follows the arm pos
1 Year Ago
merge from main
1 Year 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
1 Year Ago
Early tests at getting siege weapons hitchable by horses and cars Tweaked catapult colliders, added repel and hurt triggers
1 Year Ago
merge from physics_horses