branchrust_reboot/main/primitivecancel
1,101 Commits over 62 Days - 0.74cph!
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
Hopefully fix shields in a build
- LODs adjustments and bolt fix
manifest - restore prefabs/autospawn/monument/medium/compound.prefab
Added a screenshake and camera recoil to the local player when hit while blocking
Battering ram metal impact
Battering ram engine exhaust effet
Horse: make sure to damage all mounted players when doing the collision damage
Setup prefab information
Flip the shield raise progress bar so it starts full and lowers rather than vice versa
Shield can now only be raised for a maximum of 4 seconds
However long the shield is raised the player then has to wait that long until they can raise the shield again
Shield can be raised for a minimum of 1s (ie. if a player taps RMB, the shield will do a 1s hold and then have a 1s delay before it can be used again)
Communicated via the on screen progress bar (aka compound bow)
Fixed player floating above ground when rotating the ballista
Player follows the ground level
Better clipping checks
Yet another try catch that needs to throw it's exception instead of logging during GenerateManifest
Add extra colliders to the top, side and bottom of all shields for extra cover
Tripled the health of all shields
Ensure errors are thrown inside DoPrepare() instead of being skipped over
- only applies when `-throw_manifest_error` is set