12,846 Commits over 2,192 Days - 0.24cph!
S2P both harbors, fixes missing train tunnel rubble in primitive
Fix vending machine orders not giving the correct item when some of the items in the sell order list have been excluded by era
Fixed incorrect mission rewards being displayed and rewarded during primitive missions
Mission zoo scene now works with underwater dive missions
Server side block handling
Better client side block handling
Fixed new horses not getting included in TriggerComfort, preventing them contributing to comfort
Added debug.debugboatissue, prints out a bunch of stuff if the player is mounted to a rowboat
Fixed both wooden shields not colliding with vehicles when dropped in the world
Fix shields able to be hit when not in the players hand
Added new shield.infiniteshieldblock replicated convar for testing
Fixed shield blocking again after a holster/deploy if the holster happened while a block was in process
Testing out a better way to position shield on server
Added server.clear_trees_radius, clears all trees around the player within a given radius
Move shield block handling to the server
Figured out a better way to mask the left hand only for the player animator, removed most usages of ShieldBlockStateBehaviour components as they are no longer needed
This new approach leaves all non left hand data intact so anims like the python revolver deploy spin now works
Fixed shields colliding with things (vehicles mostly)
Shield cannot be raised if the player has less than 1s of time in the progress bar
Hammer is no longer usable with shield (was a bit of a downgrade since you had to unequip the shield to access upgrade options)
Hopefully fixed recurring issue where the player would be stuck in blocking state if their shield breaks while it is raised
Recoil when a player sucessfully blocks a hit is now applied to the attacker, not the defender, only applied for melee
Left in the screenshake for local player on blocking a hit as it looks good
Applied a new collider to all shields to increase the amount of coverage the legs and head receive, particularly while blocking
Player can now block with the shield as long as they have more than 0.5s of block power left (don't need wait for bar to fill back up)
Reduced minimum time the shield has to be raised to 0.5s
Merge from main (discard delete)
DofExposer doesn't change values on enable
Unsaved chicken name stuff
Merge from knight_armour_desc_change
Merge from Shield.Desc.Update
Fix shield stamina bar not clearing when the player dies/holsters shield
Hopefully fix shields in a build
Added a screenshake and camera recoil to the local player when hit while blocking
Flip the shield raise progress bar so it starts full and lowers rather than vice versa
Shield can now only be raised for a maximum of 4 seconds
However long the shield is raised the player then has to wait that long until they can raise the shield again
Shield can be raised for a minimum of 1s (ie. if a player taps RMB, the shield will do a 1s hold and then have a 1s delay before it can be used again)
Communicated via the on screen progress bar (aka compound bow)
Add extra colliders to the top, side and bottom of all shields for extra cover
Tripled the health of all shields