branchrust_reboot/main/primitivecancel
267 Commits over 31 Days - 0.36cph!
-Ballista LOD material fix
Replicated horse head turn
Moved siege tower drawbridge notifiers to a slightly better position
Removed old towing code left on modular cars
merge from siege_weapons (horse siege harness)
Fixed occasional legs animator NRE when destroying the collider a leg is attached to
Fixed female breasts censor cube covering screen when using ballista
reset ragdolling player flags properlly if they unmount at any point (usually early dismount from dying) - stops player model getting stuck in cursed states
-Updated Ballista Texture and material assignments
Fixed horses floating when hitched
Fixed horse air time not being reset correctly when stationnary
Fixed horses keeping the last input from driver if there is a passenger and driver dismounts
Updating Ballista rig with new LODs
Combat Entity compile fixes
Don't replace the equipped shield if picking up another shield from the ground
Only auto equip a shield in the shield slot if there is no shield is equipped
Fixed the equipped backpack being dropped on the ground if the player right clicks a backpack item in their inventory while the inventory is full
Affects all backpacks, not just shields
FIxed water pistol not resting in hands properly while a shield is equipped
Horse double saddle, distance achievement
Fixed occasional jittering when idling
Tweaks
Horse leading fixes and improvements
Cleanup
Horse saddle swapping & leading first pass
Changed all siege weapon constructable colliders layer to Deloyed
Reimplemented heavy players dismounting
Now only checks when the players weight changes instead of every frame
Tweaked horses drowning damage
Fixed catapult detailed collider scaling issue
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
Fixed water pistol not sitting in hand properly while a shield is equipped
Fixed exception when equipping a shield while a shield compatible weapon is already held
Moved Google Sheets menu items in Tools
Increased ballista deploy volume size
Stop battering ram door busy tick after 3s of inactivity
Fixed battering ram parenting trigger warnings
Deleted unused battering ram door prefab and old ballista models
merge from Medieval_Barricade
Removed second realmed removed incase thats the issue as well
Hopefully prevent battering ram door from bricking Aux2
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)
Another attempt to fix the player corpse not implemented exception
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
Fixed case where player could hit their own shield with melee weapons
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
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
Ballista constructable ground watch