121,203 Commits over 4,018 Days - 1.26cph!
Effects: Correctly inverse transform point should we hit an entity
Fixed ballista bolt world model colliders
Merge from primitive (few merge conflicts in this one)
Rearranging to hopefully get a better merge diff
Delay damage and impact effect on BaseProjectile.ServerUse by projectile travel time if it's more than 200ms
Zeroed the offset & hid the debug gizmos.
Renamed ballista incendiary prefab now that it has bespoke ballista workarounds and shouldn't be reused stock.
Med ak
- set dropped mag effect to use base ak mag model (for now to fix an error)
- updated viewmodel mesh, rigged and set up in game, re-linked materials
- world model prefab setup
merge from primitive -> aux2
merge from primitive_gm -> primitive
Swap out all the advent calendar days that only gave out restricted items with different primitive themed items
Effects: Normalise Z multiplication in local pos mode (prevents it clipping underground)
Add support for advent calendar to give out alternative items in different eras
Removed unused ballista stuff
merge from primitive -> primitive_gm
Stop effect offsets going crazy when hitting an entity
Tweaks & heavy offset test.
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Incendiary ballista impact fixes.
med ak mag drop model meta update
med ak entity
- setting up anim events & effects for mag drop
- now uses own animator & anims (to call bespoke mag drop anim event)
- name changes to match existing model conventions
- removed unnecessary prefabs
Use log instead of error when long recursion is caught in fsm, and add additional debug information to the message
Various ballista projectile things
Incendiary bolt testing the new hit code (bug: still spawning arrow stuff)
Wheat all growth stages and prefabs
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Continuing work on zigg shell (decals, modeling, vert paintig) WIP
Fix mini crossbow pushing some NREs
Renamed food_pie_generic.viewmodel to food_pie_generic.viewmodel_placeholder to be clear
Add muzzle position to mini crossbow (spawns projectile at the right place 3p)
med ak
- rigged worlmodel, brought mag into file
- initial 3p entity setup
Generic pie entity and VM prefabs.
Pie specific items (chicken as initial test)
exported tiger run to 180 anims so the pelvis follows the root motion joint consistently
Added Two New Catapult Stone Ammo Models
Added A Cluster Model to use in the Catapult Basket
Removed Old Catapult Stone Ammo Textures and Replaced them with a new combined textures
Updated prexisiting prefabs to use new textures.
Hook up new food view model script to placeholder food vm.
Link to food entity.
Some very initial food VM code /setup
Incorrect effects path fix
Use 'UseCustomEffect' instead of is valid check