branchrust_reboot/main/primitivecancel
1,141 Commits over 62 Days - 0.77cph!
merge from primitive/deployable_ballista
Updated knight armour set icons after texture changes
Reduced the temp ragdolling maximum time
stop trying to kill ragdoll twice
don't show health info on temp horse ragdoll
Player can now block with the shield as long as they have more than 0.5s of block power left (don't need wait for bar to fill back up)
Reduced minimum time the shield has to be raised to 0.5s
merge from primitive_gm -> primitive
Increased ballista bolts projectile speed
Changed the placeholder bolts damage so they aren't all doing the same damage (wip)
Tweaked siege weapon health and protection
Merge from knight_armour_desc_change
Merge from Shield.Desc.Update
Tweaked horse ground angle update rate convar values
Horse animations: calculate speed and reversing parameters in local space
Horse metal footsteps default to concrete instead of dirt
Fixed horse animations on vehicle large layer (cargo, harbor swing bridge)
Fixed animals not playing footsteps on Vehicle Large and Vehicle Detailed layers
Towing anchor tweaks, prevent horse legs to climb on the catapult bumper
Horse legs animator tweak, added Transparent layer detection
Ram's head collider change when broken
Tweaked vehicle server collider
Battering ram cabin lights
When the head is damaged, change the button interaction + gametip explaining what to do
Fix shield stamina bar not clearing when the player dies/holsters shield
Null check mounted vehicle when trying to notify of player weight change
Fix compile error from BaseRagdoll
made it easier for the player temp ragdolls to stop
Louder battering ram impact sound
Expand siege tower constructable deploy volume
- Bradley APC can now destroy barricades
- Siege weapon constructables can now be smashed by train
Travellling vendor will now break siege weapon constructables on the road
Fixed crossbow 3p arrows not updating
Updated knightarmour set textures. created new icon for knightarmour helmet.
Make towing visuals rope less loose to avoid it clipping into the floor
slight edit to vm minicrossbow admire anim and 3p reload anims
Fixed NRE when hitting tugboat with the battering ram
YOLO commit. Around 960 ~ prefabs and meta files
Fix mini crossbow backpack offset again
Fixed vehicles being able to use horse poop (or any item) as fuel
- Fixed screwed bone names messing with the middle door of the siege tower (causing client and server states to be messed up)
- Fixed middle siege tower door using the wrong sounds
Fixed a bug I introduced on doors
mini crossbow viewmodel - set up idle/ads idle states in animator
Fixed Door OnObjects throwing NRE if entityContents is null
client doesn't assume player ragdoll is always lethal
don't let player mount a ragdolled horse
enabled horse temp ragdolling - horse ragdolls with damage/sliding/airtime and will get back up (assuming it doesn't then die while ragdolling)
edited vm minicrossbow rotation curves on viewmodel prefab and updated wonky strings on strings pulled back idle
Removed Update Game Manifest (Fast) since it's bullshit
Renamed Update Game Manifest to Update Game Manifest (Unoptimized)
Battering ram back door effects
Added a new layer for visual wheels, we were using the server layer Vehicle World instead of Vehicle Detailed
A visual wheel can't hit its owner colliders
- Ballista Mount blockout
Catapult ammo stacks to 4
Catapult explosive ammo damage reduction - back to 4 hits to break stone walls
Catapult explosive ammo cost reduction
Subject to change pending further testing