2,912 Commits over 456 Days - 0.27cph!
Tweaked horse player collider height
Fixed a bunch of issues with chassis visual on siege weapons, causing them to run twice in some cases
And to never shut off when stationary
Fixed battering ram door server gib missing material
Battering ram can now damage the Vehicle and Deployed layers
When hitting a vehicle, add some forces and show the vehicle collision effect
Did a bit of refactoring to have a generic method that returns a BaseVehicle collision effect
Added ballistagun.reload command, can also take arguments: "ballistagun.reload 1" will load a hammerhead bolt, 2 an incendiary bolt, etc
Can now mount and open the catapult basket even when the catapult is not reloaded
catapult.reload command can now take arguments: "catapult.reload 1" will automatically load a boulder, 2 a firebomb and 3 a propane bomb
Added per-ammo firing effects to the ballista
Added global hit effect to the battering ram
Added per-ammo firing effects to the catapult
Added catapult.reload command to instant reload nearby catapults
Restored old horses behaviour to be like on release
Hide battering ram head item
Horse whitelisted on monument static elevators
Horse AI collider moved to server only
Re-enabled the minimum speed required to take damage, collision damage is still a bit weird.
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Fixed broken deceleration by
110601
Fixed horse protection not scaling player damage
Enabled mip maps on all siege weapons related icons
Removed combatlog 10s delay for admins and developers
Whitelisted horses for elevators
Fixed horses not taking fire damage
Minor hip motion fix when braking
Can brake using CTRL
Tweaks, cleanup
Added sliding behaviour when going up or down a steep slope
Improved backward movements
Fixed some animation bugs
Rider eye motion when galloping
Siege harness bone constraints setup
Added some basic tree auto avoidance for horses
Rotation responsiveness tweaks
S2P stables A and B
Fixes old horses still spawning in ranches
Fixed swimming not retrograding gates
Improved buoyancy
Moved the skidding to CTRL
Double tap CTRL to stand
Block movements when standing
Lot of improvements on horse head motion
Fixed potential NRE when using ioentity.debugqueue
Can now pull horses when leading them, allowing you to pull them out of tricky spots (experimental)
Improved spine IK motion again
Added ropes when leading horses using FakePhysicsRope
Moved FakePhysicsRope logic to LateUpdate
Tweaked leading behaviour
Fixed players able to stop other players leading horse
Fixed anim events error on flinch anims
Restored spine ik when eating and playing idle breaks
Reworked horse spine IK
Smoothed eye pos to reduce motion sickness when riding
Some leading tweaks
Horse corpse buoyancy
fixcars command now fill up horses stamina