1,714 Commits over 335 Days - 0.21cph!
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
Ballista prefab setup, code baseline
Removed Catapult references in RidableHorse and ModularCar, use ITowing instead
Renamed anchor and trigger gameobjects
Parented the ammo storage interaction collider to the catapult arm, so the collider follows the arm pos
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
Early tests at getting siege weapons hitchable by horses and cars
Tweaked catapult colliders, added repel and hurt triggers
merge from physics_horses
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