branchrust_reboot/main/primitivecancel
474 Commits over 31 Days - 0.64cph!
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Horse occlusion culling: shutdown legs animator, animator and all skinned renderers when occlusion cullled
+ some server optimisations
Reapplied improved Medieval Barricade deployment
Various ammo & impact related.
Remove a debug toggle shield option that was accidentally left in
Mini crossbow can now be used with shields
Don't process the shield arm on the vm for the first couple of frames, fixes some strange camera snapping when switching between some weapons
Update knight armour vest with new id to fix conflict (10287)
Cant build siege weapon constructables when intersecting with a vehicle
Can build siege weapons on roads
Make Siege Tower doors actually physical (helps prevent glitching with pushing the doors through the wall and then closing them on people)
Siege Tower:
- Fixed middle door not getting closing notifications
- Doors now dont auto close on closing, only opening
Horses client side optimizations
Can open top siege tower door even if you are close to it
Fixed horse idle breaks not playing anymore
Tweaked sliding legs when playing idle_1
Increased top ladder trigger volume on Siege Tower
Make scopes less of a big deal FOV wise on the mini crossbow
4ShotMiniCrossbow -> primitive
Fixed horses stuck in sliding state
Increased max slope angle
Removed Vehicle Detailed colliders from the horses, use AI layer instead
LegsAnimator detects Vehicle Detailed colliders
Tweaked horse player collider height
- Ballista Gibs missing material fix
merge from Medieval_Barricade_Unique_Desc
merge from Medieval_Barricade
Updated knight items to not overlap ids with lunar new year content
Manifest update, seems to resolve triangle floor hatch issue locally
Deleted the combined reload clip for crossbow
Made a new one from the fbx with custom start/end frames
Fixes CompareApproximately errors when loading the crossbow/building the manifest
Manually remove broken transitions from the vm crossbow anim controller, stops missing PPtr errors
Fixed a bunch of issues with chassis visual on siege weapons, causing them to run twice in some cases
And to never shut off when stationary
Subtract
110734, needs more investigation
Orientation fuckaroo & fx offsets
Add a Model component to all siege weapons, should now generate the required strings to stop StringPool warnings
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Various high explosive stuff
Fixed battering ram door server gib missing material
Battering ram can now damage the Vehicle and Deployed layers
When hitting a vehicle, add some forces and show the vehicle collision effect
Did a bit of refactoring to have a generic method that returns a BaseVehicle collision effect
Fixed spears getting offset in hands when attacking while holding a shield
FX Orientator prefab for debug.
Explosive ammo stuff.
Added ballistagun.reload command, can also take arguments: "ballistagun.reload 1" will load a hammerhead bolt, 2 an incendiary bolt, etc
Knight armour world model fixes
Fixed knight armour viewmodel not showing
Can now mount and open the catapult basket even when the catapult is not reloaded
merge from primitive_gm -> primitive