121,130 Commits over 4,018 Days - 1.26cph!
Mark player as hostile after firing a loaded catapult
Ballista comments
merge from primitive/ballista_projectile
Disabled projectile refraction on ballista piercer
Added very low anti-vehicle damage to all other bolts to trigger the addforce on impact
Piercer bolt, anti-vehicle damage
Can pierce through armored vehicles
Removed references to mission rewards in dive master mission conversation (will need a phrase rebuild)
Reduce some random clockwise rotations on mini crossbow
clientside effects now terminate at the distance of the hit target rather than carry on forever
legacybow turret setup
Fire pos server validation
Merge from media_projects
split the magazine from the rifle for the world model
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Hammerhead bolt, does explosion damage to doors only
Hitting players will temp ragdoll them
Reverted BaseEntity.Parenting change from
111863, not intended
Ballista incendiary bolt now creates a world model on impact
BasePlayer-Projectile: on impact, we now create the projectile world model before running the projectile item mods
Fixes projectiles world model asserting when trying to parent themselves to a destroyed entity (a fire arrow landing on a twig wall for example, the radial damage mod was destroying the wall)
Copied spine avatar settings from main
Restore `ScreenText` functionality. FastDDraw has reached feature parity with DDraw. 🎉
Revert 'rock formation huge e' materials back to what they should be
Fix head pop, but had to disable the head look, need to find a way to order proc anim on spine and neck properly
Incendiary bolt, doesnt spawn its world model on impact for now
Fixed siege tower projectile and projectile scale issues (wrong hashes being generated due to duplicate names even though they had different parents)
Wrote scripts for:
- Resetting box collider transform but retaining position in centre & bounds of the collider itself
- Resetting box collider scale but retaining position in centre & bounds of the collider itself
- Resetting box collider rotation but retaining position in centre & bounds of the collider itself
detatch tow when horse swims
Added walking bee model, textures and materials
natural beehive
world model LODs
materials and textures
Replaced old camera-based environment volume indirect lighting code with new spatial version
Add proc anim to croc tail
merge from primitive/gameplay
Re-added debug capsule rendering 💊
Initial single plant pot setup
Era restrict nail gun, pistrol ammo, revolver and waterpipe shot gun - Removed from primative gamemode