branchrust_reboot/main/primitivecancel

474 Commits over 31 Days - 0.64cph!

50 Minutes Ago
Compile fix
1 Hour Ago
█▇▅▋▊ ▄▇▄▇▅▇▋▋ ▆▉▋▋▌█ ██▄▋▍▊
1 Hour Ago
Horse occlusion culling: shutdown legs animator, animator and all skinned renderers when occlusion cullled + some server optimisations
Rin
2 Hours Ago
Reapplied improved Medieval Barricade deployment
Today
▄▄▉▍▉▆▇▄
Today
Various ammo & impact related.
Today
Remove a debug toggle shield option that was accidentally left in
Today
Mini crossbow can now be used with shields
Today
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
Today
Update knight armour vest with new id to fix conflict (10287)
Today
Impact iteration
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
Today
Horses client side optimizations
Can open top siege tower door even if you are close to it
Today
Fixed horse idle breaks not playing anymore Tweaked sliding legs when playing idle_1
Today
Horse decay
Increased top ladder trigger volume on Siege Tower
Make scopes less of a big deal FOV wise on the mini crossbow
4ShotMiniCrossbow -> primitive
Today
Fixed horses stuck in sliding state Increased max slope angle
Today
Removed Vehicle Detailed colliders from the horses, use AI layer instead LegsAnimator detects Vehicle Detailed colliders
Yesterday
Tweaked horse player collider height
Yesterday
- Ballista Gibs missing material fix
Yesterday
merge from Medieval_Barricade_Unique_Desc
Yesterday
merge from Medieval_Barricade
Yesterday
Merge from main
Yesterday
Updated knight items to not overlap ids with lunar new year content
Yesterday
Manifest update, seems to resolve triangle floor hatch issue locally
Yesterday
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
Yesterday
Manually remove broken transitions from the vm crossbow anim controller, stops missing PPtr errors
Yesterday
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
Yesterday
Subtract 110734, needs more investigation
Yesterday
Orientation fuckaroo & fx offsets
Yesterday
Add a Model component to all siege weapons, should now generate the required strings to stop StringPool warnings
Yesterday
▇▊█▉▆▅ ▊▅▊▌▌▅ █▉▊█▋▉ ▌▇▍▆▋▊▇ ▍▇▄ ▄▌▌▅█▊ ▋▊▉▋▍▇▋▌ █▇ ▆▊▉█▆▌▆ ▆▍ ▊▆▅▌▋ ▆▆▋▉▅▌▍▊▊ ▋▌▄▍▍ ▉█▉▄▋▇ ▇▊█▌▌▆▉▊▆▌ █▊▋ ▋▉▊▉▆▋▊
Yesterday
Various high explosive stuff
Yesterday
Fixed battering ram door server gib missing material
Yesterday
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
Yesterday
▆▌▆▆▉▌▍▅ ▍▊██▆█
Yesterday
Fixed spears getting offset in hands when attacking while holding a shield
Yesterday
FX Orientator prefab for debug. Explosive ammo stuff.
Yesterday
Added ballistagun.reload command, can also take arguments: "ballistagun.reload 1" will load a hammerhead bolt, 2 an incendiary bolt, etc
Yesterday
Knight armour world model fixes
Yesterday
Fixed knight armour viewmodel not showing
Yesterday
Can now mount and open the catapult basket even when the catapult is not reloaded
Yesterday
compile error again
Yesterday
merge from primitive_gm -> primitive