121,136 Commits over 4,018 Days - 1.26cph!
merge from primitive -> aux2
merge from primitive_gm -> primitive
Show a red background around restricted items in the F1 menu
Fixed some knight armour item setup issues
Fixed new horses not working with the trophy system
Fixed auto turrets targeting the new horses
- Bettter reload slots
- Reduced smoothing into reload from idle state to ensure reload event triggers. Backed smoothing into the idle state instead
- Tweaked reload fraction settings
- More logs
Horse corpse buoyancy
fixcars command now fill up horses stamina
Horse TerrainCollisionProxy
Re-organized horse folders
Suggest an id for newly created skins in the skin inspector
Merge from Medieval_Metal_Double_Door
Update id's to fix conflict with knight armour
Fade out procedural motion when playing any animation moving the legs (idle breaks, eating)
Moved all the head and spine movements client code to RidableHorseAnimation
SiegeHarnessRope material setup
Tweaks to tow anchor points in testridablehorse to line up with the knots
Added updated siege harness art to testridablehorse
Merge from midi_multi_command
Midi convar bindings now support the ; syntax (like binds) to allow multiple commands to be run per cycle
Merge from Knight Armour DLC
Added a button to update the skin list from the skin inspector rather than having to open the menu
Set up skin assets for knight armour
Merge from train_tunnel_altitude_2
Fixed terrain around train tunnel above / below ground connection
support uv2 for emission and detail layer on Rust/Standard
- Hopper mesh + texture updates
Fix broken reload timings
linked wooden arrows and arrow heads to mini crossbow wm in entity prefab and updated anims
Added test clothing items with differing amounts of armor slots.
Added test leather and metal inserts with differening stats.
Ballista things/progress backup
Include armor inserts in armor info UI stats
updated mini crossbow 3p anims and edited skinning on gun rig
Add primitive version of T1 tech tree, except satchel is missing (as an example)
Mark existing tech trees as the unknown era
Add support for a different tech tree for primitive gamemode
adobe folder structure fixes