5,421 Commits over 700 Days - 0.32cph!
Added a system to show different gameobject based on whats loaded in the ballista magazine
Set up a different placeholder model for each spear ammo item
Fixed some client loading issue
Added a power bar to show the ballista reload progress
Fixed issues when reloading with no compatible ammo in your inventory
Code cleanup
Added Ballista item and constructable prefabs
Ballista reloading cleanup
Restored ammo switching
Some client anim fixes
Changed the ballista reloading to a hold R to reload system
Added TowConfig to ballista
Prevent mounting and dismount any mounted player when towed
Switched ballista mounted anim to standing
Added placeholder hand IK (looks painful)
Cancel ballista reloading when unmounting mid-reload
Reduced turning speed
Can't use the ram without starting the engine
Removed allowedItems list from Mailbox, this list is now in StorageContainer
Better catapult colliders, added lootpanel prefab
Adjusted battering ram and ballista mount positions
Battering ram player model IK setup, added placeholder steering wheel
Using the ram consumes fuel
Added RemoveFuel in IFuelSystem to allow removal of a specified amount of fuel in one go
Battering ram client steering, brake and throttle client inputs
Engine audio baseline
Battering ram attack interaction moved to a world button
Restored battering ram animations
Moved the existing models into a placeholder folder
Restored battering ram model position
Ballista reloading fixes and cleanup
Added a very first pass of door controller tests using copypaste to load pre-built circuits
Added new ballista incendiary spear ammo
Added client reload and ammo switching logic (still wip)
Battering ram constructable prefab and item setup
Fixed missing animator
Reverted catapult's textures meta unwanted changes in
106265
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
Double clicking on a selection history entry now calls AssetDatabase.OpenAsset
battering ram fuel consumption
Updated english engine.json file
Fixed halloween hunt score announcement typo
Fixed siege tower server collider
Ballista gamefeel, placeholder anims
Added ballista spear ammo item + placeholder effect and projectile prefabs
Ballista loading and firing logic
Added projectile firing overload methods to BaseMountable
Tweaked siege weapon masses and explosion damage multiplers so they react to forces when hit by explosions
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
BatteringRam now inherits from GroundVehicle
Battering ram work in progress
- added driver seat, fuel storage and engine logic
Activated towing on all siege weapons
Code cleanup, all siege weapons now inherit from BaseSiegeWeapon
Battering ram prefab and code baseline
Added BaseSiegeWeapon class, started to clean up prototype code
TowingAttachment compile fix
Ballista aiming logic wip
Added a setting for mountables to override player eyes rotation
Added ballista seat, prefabs setup