192,970 Commits over 4,049 Days - 1.99cph!
Submitting burst cloth knocker for knight armour
Update blowpipe firing animation and recoil adjustment
Whoops: supposed to KEEP the RHIB in primitive
using tow anchor transforms for angle testing, not body transform
Set convar in primitive gamemode so rowboat spawns rear of cargo instead of rhib (since RHIB is supposed to be disabled)
Add convar `cargo_escape_boat_rhib` to control whether a rowboat or rhib will spawn on the back of cargoship
limiting angle towing can be started at with toast popup to straighten up if a player's trying it at a wide-angle
Update: Server-Editor tries to synthesize position ticks for other players in client-demos
- Also supports movement of other, non-player entities
- Only handling positions for now
Doing this to allow for more thorough testing. Some ticks get rejected despite being in the same position - need to investigate why.
Tests: played the same demo as before - checked logs to see the injection and acceptance of ticks.
ensuring towed siege weapons aren't forced to sleep while being towed
fixing tow joint constraints being incorrect when towing begins non-aligned
Updated 4k AO textures for media
fixed incorrect capsule collider on half and low wall corners for gingerbread building skin
merge from primitive -> aux2
merge from primitive_gm -> primitive
Ensure missions can't give out items that are blocked by an era
- ideally missions rewards are changed if they aren't allowed in an era but this is a failsafe
Ensure vending machines don't sell restricted items
- block orders with restricted items from being networked
- also block it from being bought if the sell order somehow goes through
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