branchrust_reboot/main/primitivecancel

250 Commits over 0 Days - ∞cph!

7 Days Ago
Compile fix
10 Days Ago
merge from main
12 Days Ago
merge from main
12 Days Ago
Horse double saddle, distance achievement Fixed occasional jittering when idling Tweaks
14 Days Ago
Horse leading fixes and improvements Cleanup
14 Days Ago
Horse saddle swapping & leading first pass
16 Days Ago
Changed all siege weapon constructable colliders layer to Deloyed
16 Days Ago
Reimplemented heavy players dismounting Now only checks when the players weight changes instead of every frame
16 Days Ago
Tweaked horses drowning damage
16 Days Ago
Fixed catapult detailed collider scaling issue
16 Days Ago
Horse drowning damage
16 Days Ago
Horses can now swim in deep water: slow speed and consumes stamina Added basic buoyancy Apply additional drag when moving in shallow water Code cleanup
17 Days Ago
Fixed water pistol not sitting in hand properly while a shield is equipped
17 Days Ago
Fixed exception when equipping a shield while a shield compatible weapon is already held
17 Days Ago
Moved Google Sheets menu items in Tools
17 Days Ago
Catapult mats
17 Days Ago
Increased ballista deploy volume size
17 Days Ago
Stop battering ram door busy tick after 3s of inactivity
17 Days Ago
Fixed battering ram parenting trigger warnings
17 Days Ago
Manifest
17 Days Ago
Deleted unused battering ram door prefab and old ballista models
17 Days Ago
merge from main
17 Days Ago
merge from Medieval_Barricade
18 Days Ago
Removed second realmed removed incase thats the issue as well
18 Days Ago
Hopefully prevent battering ram door from bricking Aux2
18 Days Ago
Added a nicer way to GetActiveShield(), cuts down on some repeating inventory reads Don't show the crosshair when blocking with a shield while a gun is equipped (you can't shoot anyway)
18 Days Ago
Another attempt to fix the player corpse not implemented exception
18 Days Ago
Call SetHeld(false) before clearing the owner player rather than after Fixes some logic in that method failing because it needs the owner player to be able to access the current shield if the equipped weapon is being dropped
18 Days Ago
Fixed case where player could hit their own shield with melee weapons
18 Days Ago
Enabled shield compatibility on: Skinning Knife Water Pistol Candy Cane Club Flashlight Concrete hatchet + pickaxe Lumberjack axe Shovel Bone Knife Frontier Hatchet Combat Knife Stone Pickaxe
18 Days Ago
merge from main
18 Days Ago
Show whether a gun can be used with a shield in the info panel Minor layout reshuffling in the inventory, crafting and tech tree panels to support this
18 Days Ago
Ballista constructable ground watch
18 Days Ago
Added wheel FX to Ballista
18 Days Ago
Ballista damage redirection
18 Days Ago
- Added catapult wheel effects - Sorted siege tower wheel effect positions
18 Days Ago
Deployable positionOffset renamed to guideMeshPositionOffset
18 Days Ago
Ballista damage renderer
18 Days Ago
Increased and added more trigger volumes on siege tower - should prevent random kicks for flyhack
18 Days Ago
- All constructables now automatically rotate to face away from you when placing (makes it more intuitive to place) - Increase catapult max place distance to support the larger build check radius
18 Days Ago
Added player check triggers to catapult, battering ram and ballista constructables
18 Days Ago
Battering ram damage renderer
18 Days Ago
- Setup to allow constructables to block repair if any player is ontop of the entity - Push toast to the 'repairer' to let them know - Added to siege tower initially
18 Days Ago
Material bug fix on construction stage ballista
18 Days Ago
Full manifest rebuild
18 Days Ago
Set up battering ram and catapult death screen ui Fixed a minor battering ram issue with an unfilled hit info field
18 Days Ago
Deployables can now show "Blocked by terrain"
18 Days Ago
Added an entity whitelist setting to SocketMod_Sphere Ladders can now be deployed in siege weapons prevent building volume
18 Days Ago
main -> primitive
18 Days Ago
manifesti_fix -> primitive