121,142 Commits over 4,018 Days - 1.26cph!
Fix catfish giving out pistol bullets (which are restricted in primitive)
Disable projectile refraction on projectiles with noGravity set (AutoTurret)
merge from primitive/batteringram_playercollider_fix
Reduced player collider size when sitting in the battering ram
Fixes turrets, fire, spikes and explosions damaging you from outside
Fix metal detector giving out no loot because it creates an empty array by default instead of a null one
Disabled static ballista deployment on tugboats, will revisit later
Update: DemoServer - don't try to launch it in SERVER+CLIENT mode
That's a can of worms I don't want to deal with right now
Tests: none, trivial change
Fixed static ballista mount culling too early
merge from primitive/techtree_constructable_infopanel/
Added the constructable item info UI panel to the tech tree as well
Added the constructable item info UI panel to the tech tree as well
merge from primitive/ballista_towing_repos
Fixed ballista towing not showing ropes
merge from catapult_ragdoll_visibility_fix
forcing culling visibility of player with ragdolling
Added generic pie.projectile.
Setup test pie items as throwable.
merge from horse_double_ragdoll_fix
Bunch of throwing setup.
Removed revolved VM from vm.
Setup throwing VM events.
Converted Food heldentity to BaseMelee
resetting airtime and grounded state when horse exits ragdoll
Updated Medieval Barricade Icon to include Mipmapping
snake anim controller set up and linked to its entity
Continuing work on zigg shell (still heavily WIP)
merge from primitive/deployable_ammo
Correct tiger audio import settings (load in bg, preload, pcm)
Add terrain layer to GroundWatch
Switch explosives to Deployed layer
Update chain reaction layer mask
Custom deployed explosive - lower damage and splash radius compared to throwing type
Updated pickup and deployment timers
placement effect
ground watch setup - not working for now due to wider layer changes are needed
Allow siege explosive deployables to be picked up - two second pickup time
Prevent deployment inside trees and nodes
Implement IIgniteable and ISplashable so the explosives can be lit and defused
More reliable chain reactions
Fixed explosives not doing damage
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Set up flammable version, better iexplosion effects
Extra scene/prefab backups
First pass on deployable siege weapon ammo
Scenes + prefab setup backups
RidableHorseAudio null checks just in case
Restored catapult boulder impact effects