userFlaviencancel

4,945 Commits over 639 Days - 0.32cph!

1 Year Ago
merge from main
1 Year Ago
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
1 Year Ago
Double clicking on a selection history entry now calls AssetDatabase.OpenAsset
1 Year Ago
battering ram fuel consumption
1 Year Ago
merge from main
1 Year Ago
Updated english engine.json file
1 Year Ago
Cherrypicked 106168
1 Year Ago
Fixed halloween hunt score announcement typo
1 Year Ago
Fixed siege tower server collider
1 Year Ago
Ballista gamefeel, placeholder anims
1 Year Ago
Added ballista spear ammo item + placeholder effect and projectile prefabs
1 Year Ago
Ballista loading and firing logic Added projectile firing overload methods to BaseMountable
1 Year Ago
Tweaked siege weapon masses and explosion damage multiplers so they react to forces when hit by explosions
1 Year Ago
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
1 Year Ago
merge from main
1 Year Ago
Compile fixes
1 Year Ago
BatteringRam now inherits from GroundVehicle
1 Year Ago
Battering ram work in progress - added driver seat, fuel storage and engine logic
1 Year Ago
Activated towing on all siege weapons
1 Year Ago
Code cleanup, all siege weapons now inherit from BaseSiegeWeapon
1 Year Ago
Battering ram prefab and code baseline Added BaseSiegeWeapon class, started to clean up prototype code
1 Year Ago
TowingAttachment compile fix
1 Year Ago
Ballista aiming logic wip Added a setting for mountables to override player eyes rotation
1 Year Ago
Added ballista seat, prefabs setup
1 Year Ago
Ballista prefab setup, code baseline
1 Year Ago
Compile fix
1 Year Ago
Removed Catapult references in RidableHorse and ModularCar, use ITowing instead Renamed anchor and trigger gameobjects
1 Year Ago
Parented the ammo storage interaction collider to the catapult arm, so the collider follows the arm pos
1 Year Ago
merge from main
1 Year Ago
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
1 Year Ago
Early tests at getting siege weapons hitchable by horses and cars Tweaked catapult colliders, added repel and hurt triggers
1 Year Ago
merge from physics_horses
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
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1 Year Ago
Catapult constructable stages Restored wheel visuals Improved firerecoil physics
1 Year Ago
Siege tower constructable tweaks
1 Year Ago
Implemented catapult art, retargeted the animations Setup catapult constructable prefab
1 Year Ago
Initial work on “constructable” entities: when deployed, we spawn a skeleton structure that needs to be hit with a hammer until its fully built. Once completed the entity is spawned Applied this new system to the siege tower
1 Year Ago
Fixed drawbridge animations Added another drawbridge to the lower level
1 Year Ago
Added front door and drawbridge to the siege tower
1 Year Ago
Siege tower prefab setup, added ladders, detailed colliders and parenting triggers
1 Year Ago
Check if the last placement error is null or empty before sending it Fix attempt for the occasional empty error toast sent by the server
1 Year Ago
Added siege tower Baseline, prefabs
1 Year Ago
Projectile speed and gravity affected by catapult charge when fired Added 3 placeholder boulder explosion VFXs