1,709 Commits over 335 Days - 0.21cph!
Horse legs tweaks
Fixed steering+reversing issues
Deleted leg animator assemblies
Horse legs IK setup, still wip
Spine IK groundwork
Tweaked head IK leaning
Moved the horse center of mass back to give that laggy ass feeling
Start moving forward a lil bit after rotating in place
Fixed DeferredMeshDecal NRE when spawning hex-a-gone tiles
Both head look system working in tandem: one for direction and one for point of interests (players, food, ...)
Horse proper headlook setup, disabled old headlook
Horse mountable blend tree tweaks
Fixed missing animator param warning when reloading the ballista
Prevent temp ragdoll player instigated dismounts
Reviewed horses interaction priority, so you don't accidentally hit examine while trying to mount your horse
implemented ballista base rig
Horse container, breeds
Tweaked fringe, collar and hair skinned mesh renderers bounds to fix culling issues
Horses hitch and trough logic
Added an IHitchable interface to keep the old horses working
Code cleanup
Ballista now sets the player animator 'up' parameter based on its pitch angle (range -1,1)
Stripped out the initial towing test code
Horses dung system
Fixed dungTimeScale convar not scaling dung production
Disabled air time temp ragdoll for now
Disabled horse temp ragdoll for now
Fixed dismounting
Horses can eat food again, this time using a trigger instead of vis.entities
Stationary flag and rigidbody sleep logic
Implemented new ballista placeholder anims
Restored horse stamina
Compile fix
merge from hackweek_horse_rewrite
Added a light with configurable color to ice sculptures
merge from twitch_rivals_2024/twitch_rivals_flag
Drop the flag on death
Make sure it stays upright when dropped: added a new center of mass override setting for dropped items
Fixed speed ratio calculated based on the current gait
Fixed NRE when jumping
merge from main (bumped siege weapon protobud id to resolve conflict with vending machine stats)
merge from qol_io_rotation
Also includes:
- Sound light
- Sprinklers
- Igniter
- Water pump
- Debug power generator
Enabled rotation before deployment for the following electrical items:
- Electrical branch
- Splitter
- Button
- Blocker
- Root combiner
- Memory cell
- HBHF Sensor
- Audio alarm
- RAND switch
- Simple light
- Siren light
- Flasher light
- Laser detector
- Pressure pad
- Tesla coils
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Refactored the battering ram door to be an interpolated body instead of a sub ent (wip)
Restored detail layer albedo alpha to 0 on some battering ram mats
Removed useless override in base siege weapon
merge from battery_fullcharge_slot
Restored medium battery power in slot importance