2,774 Commits over 548 Days - 0.21cph!
- Tie prevent building layers on bridges to the bones instead
- Allow animation bones to exist on the server
- Oversize prevent building triggers
- Each Drawbridge handles its own prevent building area
- Ensured correct wheel type is used for the right hand side of the tower
- Removed unused LOD4
- Attempts to fix parenting on drawbridges
- Wheel LOD fix
Fixed side areas on constructable tower
Setup Siege Tower LODs 0-3
Fixed some broken prevent building colliders
- Improved the siege tower collisions on stage changes
- Removed invisible doorway colliders on constructable stages
Ensured constructable entities update state on the serverside as well as the clientside
Added collider to the little overhang roof beside the window
Flip tower orientation whilst placing so it looks away from you
Fixed broken constructable entity reference
- Fixed broken guide mesh
- Fixed offset guide mesh deploy location
Fixed broken colliders and positions on siege tower constructable stages
Added generate.command so you can just double click rather than running terminal
Fixed protobufs not generating on OSX
vending_stats_fixes_2 -> main
- Ensure 'Sold' is translated on single feed entries
- Ensure 'Purchased on' is translated on the tooltip popup
- Rebuilt phrases
Flipped drone accessibility and see stats (makes more sense to the eye)
Further work on handling reload state with arrow persistence
- Properly initiate fractional reload animation set
- Sit for whole length of single reload animation
Fixed Single Reload Finish -> idle transfer
Fixed deploy -> idle time
- Managed to make it rotate without flipping the barrel mid way through
- Major code cleanup: use set of angles instead of figuring them out on the fly
- Use fixed set of angles for clockwise/anticlockwise so we dont need to duplicate or create new animations
- Ensured anticlockwise works just like clockwise angles
Fixed methods being renamed OnDiedByPlayer
Added a fresh OnKilled() method inside BaseNetworkable which is actually called OnKilled()
Rename Entity profiler back to OnKilled()
Replace BaseCombatEntity::OnKilled() with BaseCombatEntity::OnDied()
Since when you Kill an entity OnKilled isnt called, its only called on Die() so its way less confusing to be actually named that
-Battering Ram wheels now steer the correct way
-Battering Ram wheels rotate via Quaternions
Experiment with dark pie menu colors
Setup rotation through animation curve
Swap over to using Quaternions instead
Ass rotate implementation. Setup anim events. Moved everything over to a Viewmodel script
main -> 4ShotMiniCrossbow
deauth_toolcupboard_lock_fix -> main
Deauth/Auth radius command now works for the locks on Tool Cupboards
Fixed weirdness when applying a door to the Siegetower
FakePhysicsRope no longer depends on line renderer. Also setup as a ClientComponent
Cant push the siegetower if you are on a drawbridge
Siegetower drawbridges parent and unparent parents if they are on the drawbridges when opened/closed
Fixed door not being deployable on the Siegetower
Resolved duplicate bone names on draw bridge 1/2/3
- Fixed wildly inflacted Vending Machine Anayltics when buing multiple purchases
- Fixed new vending stats also inflating when buying multiple purchases
- Improved raise power
- Adjusted angular drag