userGriglercancel
branchrust_reboot/main/siege_weaponscancel

18 Commits over 0 Days - ∞cph!

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