userGriglercancel
branchrust_reboot/main/siege_weaponscancel

18 Commits over 0 Days - Infinitycph!

2 Years Ago
client compile fix
2 Years Ago
replaced fully rigid linear constraint with a stiff spring and a small linear limit for it to play in - absorbs force spikes better, especially when a kinematic body is attached
2 Years Ago
horse walking, trotting, sprinting, and turning speeds modified by towing - currently flat modifier of 60 percent across the board
2 Years Ago
missing TowingJointBreakDebug file
2 Years Ago
siege weapons override vehicle handbrakes when being towed - fixed towed entities not getting their tow attach/detach callbacks
2 Years Ago
server-only compile fix
2 Years Ago
client-only compile fixes
2 Years Ago
more towing strength adjustment
2 Years Ago
applying horse motion through rigidbody to give more information for joint resolution, also adjusted towing anchor down
2 Years Ago
halved twoing joint break strength
2 Years Ago
server compile fix
2 Years Ago
added TowConfig prefabattribute that's retrieved and combined between two objects when towing begins - combines to the most restricted settings of both configs (a towing object may allow free rotation on an axis that the towed object may need to restrict)
2 Years Ago
cars ticking tow attachment properly and handling detaching
2 Years Ago
adjusting layering and position of towing anchors and triggers
2 Years Ago
removed dependency on BaseEntity from AttachTo
2 Years Ago
more towing - inverted control of towing attachment - simplified AttachTo func, we can get the anchor points internally with information from the interface
2 Years Ago
corrected body used by horse for towing and some hitch->tow renaming
2 Years Ago
separation of towing (renamed from hitching) into its own class, exposing an interface for things that want to tow or be towed (shared interface, the joint goes both ways)