115,503 Commits over 3,959 Days - 1.22cph!
Added Mini Crossbow to T1 Tech Tree (now craftable)
NOTE: Temprorary placement on tree. Final placement not decided
Fixed invisible mini crossbow viewmodel (due to recent model changes)
Static ballista protection and health
Fixed both wooden shields not colliding with vehicles when dropped in the world
Prevent siege tower from closing door as a player walks into it (whilst opening)
sliding ragdoll triggered through velocity rather than just a timeout (still has a small time threshold to avoid getting flung off with a spike)
- also allowed slide state to be exited if you're at near-zero velocity, stops horse getting stuck on steep cliff edges in some cases and not being about to mount them or move them without getting ragdolled
Added groundwatch to the static ballista
Fix shields able to be hit when not in the players hand
Tweaked both ballista deploy volumes
More blockouts added to ziggurat scene
- Added natural beehive (drops honeycomb)
- Honeycomb description
- Manifest
added threshold to horse ground alignment to make it less noisy when stopped on uneven terrain
exported vineswing player viewmodel and worldmodel anim tests to misc folder
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update to med assault rifle skin forestock - widened to fit hand on both viewmodel and world model
added two convars to disable temp ragdolling of players and horses separately, both enabled by default
- allowplayertempragdoll
- allowhorsetempragdoll
Updated ziggurat level, added entrance blockout
Restored min sliding time before ragdolling (5s)
Instead of fleeing just after attack, the tiger will flee when slightly injured
Make tiger more reactive when eating or roaring
mini crossbow model update - included front sight pole to help with aiming on both viewmodel and worldmodel
updated textures and materials
* Fix tiger stopping too abruptly after fleeing and going back into stealth
* Fix tiger accelerating too slowly after landing an attack
* Add better speed logging
Fixed horse hip position fuckery after recovering from ragdoll
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moved towing joint break limits to a convar for experimentation
Added new shield.infiniteshieldblock replicated convar for testing
Constructables now start at full health, and their progress is tied to the amount of resources added rather than their health
Fixed shield blocking again after a holster/deploy if the holster happened while a block was in process
Fixed towing flag not resetting when the towed entity died or when the horse was admin killed
Fixed medieval barricade damage volume causing damage through construction whe jumping or using half height floors
Remove medieval barricade from spawning in loot tables
Switch to structs instead of offsets, update debug counters for clarity, add clean up on destroy, give foliage unique seeds to keep consistent
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
Ballista arrow flame dynamic movement