branchrust_reboot/main/primitive/bowturretscancel

7 Commits over 0 Days - ∞cph!

43 Days Ago
Merge from primitive (few merge conflicts in this one)
43 Days Ago
Rearranging to hopefully get a better merge diff
43 Days Ago
Delay damage and impact effect on BaseProjectile.ServerUse by projectile travel time if it's more than 200ms
43 Days Ago
Fixed Projectile.noheadshots not resetting when a projectile is pooled (old bug, the only issue from this I could find is relatively minor: the parameter could leak from authoritative projectiles into effect projectiles of the same type, causing incorrect visuals for effect projectiles; thankfully it could not leak the other way around) Moved the reset of some variables from Effect.Init to Effect.Clear to avoid duplicating that code into all Effect.Init overloads Fixed missing reset of the new distanceOverride in one of the Effect.Init overloads, which caused it to leak from AutoTurret arrows into player arrows Moved effect projectile gravity bypass to Projectile.noGravity
44 Days Ago
clientside effects now terminate at the distance of the hit target rather than carry on forever legacybow turret setup
45 Days Ago
merge from primitive
45 Days Ago
autoturrets can now use all bow types, baseline balance