121,142 Commits over 4,018 Days - 1.26cph!
All siege weapons item removed from loot pools
Battering ram head removed from lootpool
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New branch of primitive_media from cs
111890, prior to ballista ammo rework
Cherrypicks all subsequent changes ont he branch, but not any merges from primitive
Cherry picks
111915,
111916,
111917,
111919,
111962,
112033
Fixed BaseVehicle.PenetrationResistance NRE
Fixed some annoying bugs still left in the new effects code
Implemented new rock models for the catapult scattershot
Fixed scale issues on siege tower
Reset ground floor siege tower to be scale (1,1,1) - should stop projectiles getting scale warped on ground floor
Mini Crossbow second attempt at NRE fix
Fire sound loop on the idle ballista incendiary bolt.
medieval large wood box initial model, material, prefab setup, spawnable. Needs lods, gibs, texture size reduction, icon, steam item, art pass
Updated static ballista incendiary bolt wm
Updated bolts impact sound
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Disabled incendiary bolt enabled by default on the ballistagun prefab
ItemModProjectileSpawn now uses the spreadVelocityMin and spreadVelocityMax settings when spawning entities instead of the hardcoded 1 and 3 values
Set all the prefabs using this to spreadVelocityMin 1 and spreadVelocityMax 3 (fire and explosive ammo)
Cleanup.
Hammerhead impact assignment.
Revert fireball_small. Stationary check is needed.
Setup mini crossbow root object
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Fixed a potential NRE in AttemptMount when playing in CLIENT SERVER
Bypass stationary system (particles only) on small fireballs
Effects: Correctly inverse transform point should we hit an entity
Fixed ballista bolt world model colliders
Merge from primitive (few merge conflicts in this one)
Rearranging to hopefully get a better merge diff
Delay damage and impact effect on BaseProjectile.ServerUse by projectile travel time if it's more than 200ms
Zeroed the offset & hid the debug gizmos.
Renamed ballista incendiary prefab now that it has bespoke ballista workarounds and shouldn't be reused stock.
Med ak
- set dropped mag effect to use base ak mag model (for now to fix an error)
- updated viewmodel mesh, rigged and set up in game, re-linked materials
- world model prefab setup