2,748 Commits over 456 Days - 0.25cph!
Fixed ServerGib editor NRE
Better error message when RustTextFixture.SpawnEntity failed
Fixed FindPrefabPathsByLabel NRE
Added BaseCombatEntity tests, spawn and kill every BaseCombatEntity prefabs in the project
Battering ram audio minor change
Horses: removed the velocityDelta thing when applying forward forces, feels better when moving from gallop to canter after releasing shift
Update ballista icon
Changed siege weapon items selection panel
Fixed ballista ModularCarAudio.StopTyreAudio NRE
Fixed catapult fire interaction available when looking at the wheels
Added SiegeWeaponVehicleAudio, inherits from from GroundVehicleAudio
Updated BatteringRamVehicleAudio
Added wheel audio to all siege weapons
Fixed ballista client loading issue
Fixed horse towing ropes not being destroyed when the joint breaks
Fixed ballista choppy 3rd person reloading
Horses equipment (armor, shoes, saddle) and speed mods
Tweaked catapult seat mount point
Allow handcuffed player to be forced mount
Reloading level change player corpse throwing force
Can't mount the catapult if its loaded
Minor ballista cleanup
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Changed how we detect the entities to damaged when using the battering ram, works better
Fixed battering ram door not cancelling its busy tick
BallistaGun.Update and ServerTick nre fix
Battering ram button animation
Fixed battering ram hit anim
Implemented battering ram rig and animations
Fixed battering ram back door flickering
merge from hexagontile_kill_fix
Disabled saving on hexagongrid.entity
merge from socketmod_handles
Changed SocketMod and DeployVolume gizmos matrices so they don't take scale into account
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merge from clientserver_entityfinder_tool
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Various horse client/server optims
Horse:
Tweaked force reduction based on slope angle
Reduced rider damage when ragdolling
Increased leg animator culling distance
merge from player_catapulting