userGriglercancel
branchrust_reboot/main/siege_weaponscancel

18 Commits over 0 Days - ∞cph!

5 Months Ago
client compile fix
5 Months 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
5 Months Ago
horse walking, trotting, sprinting, and turning speeds modified by towing - currently flat modifier of 60 percent across the board
5 Months Ago
missing TowingJointBreakDebug file
5 Months Ago
siege weapons override vehicle handbrakes when being towed - fixed towed entities not getting their tow attach/detach callbacks
5 Months Ago
server-only compile fix
5 Months Ago
client-only compile fixes
5 Months Ago
more towing strength adjustment
5 Months Ago
applying horse motion through rigidbody to give more information for joint resolution, also adjusted towing anchor down
5 Months Ago
halved twoing joint break strength
5 Months Ago
server compile fix
6 Months 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)
6 Months Ago
cars ticking tow attachment properly and handling detaching
6 Months Ago
adjusting layering and position of towing anchors and triggers
6 Months Ago
removed dependency on BaseEntity from AttachTo
6 Months Ago
more towing - inverted control of towing attachment - simplified AttachTo func, we can get the anchor points internally with information from the interface
6 Months Ago
corrected body used by horse for towing and some hitch->tow renaming
6 Months 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)