branchrust_reboot/main/siege_weaponscancel
432 Commits over 91 Days - 0.20cph!
fixed pivot points on construction meshes
- Greatly improved the raise command on siege tower
- Stopped draw bridges trying to reverse open
Submitting updated ballista base rig
Updating ballista weapon rig
-Ballista low poly model update
-Ballista UV's
-Ballista Materials
-Ballista WIP Textures
siege tower ladders lod and x form fixes. wheels added to guide mesh
Stripped out the initial towing test code
Horses dung system
Fixed dungTimeScale convar not scaling dung production
Disabled air time temp ragdoll for now
fixed the meterial issue directly on the subent door prefab as fixing it in the ram itself didn't carry over.
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
ballista - rigged base model export
Implemented new ballista placeholder anims
Restored horse stamina
Compile fix
ballista - added rigged mesh and anims
siege tower gibs fix. collision for new ladders
merge from hackweek_horse_rewrite
merge from main (bumped siege weapon protobud id to resolve conflict with vending machine stats)
Siege tower gibs. Updated plank texture
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
siege tower construction mesh lods. lod fixes. guide mesh.
Merge from blend_shaders_detail_layer to siege_weapons
refactored door.DrawBridge_01,02,03 prefabs to include skinmesh LODs
Catapult projectiles cleanup
Added new ballista bolt items
- Wrote a script to resolve duplicate bone names by appending digits
- Removed the vast majority of duplicate bone warnings on siege tower (rest will need looked at after art pass)
- Fixed door NRE still happening sometimes
- Changed my stupid OnChildAdded override
Fixed siege tower drawbridges replication
Fixed SiegeTowerDoor NRE
Manifest
Waterlogged methods cleanup
Tweaked ballista waterlogged point
Added placeholder damaget to battering ram mats. Added damage script to entity. Added glass decals back.
enabled damage layer on all siege tower materials with detailLayer
adding damaged materials for the ram shell
ram bucket texture upres - 1k feels a tad lowres for a focal point object
fixed incorrect material definition on battering ram rear door LOD2
Added placeholder damage and damage script to catapult
Fixed battering ram door wheels culling, set to isDynamic
Siege tower decay reset when used
Collision effects and minimum collision force tweaks