branchrust_reboot/main/primitivecancel
1,141 Commits over 62 Days - 0.77cph!
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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
- Further polish on layer changes
- Fixed bug causing animation curve to not run fully through
- Ensured timer duration works ass expected
- Added big ass note to the top of the file
- Worked on further hiding some bow manipulations
Fixed ballista SiegeWeaponVehicleAudio.StartReloadSounds NRE
Unpacked catapult mesh prefab, see if it fixes the unpooled bone names
Tweaked battering ram door max angles
New battering ram dismount pos
Disabled the new terrain collision proxy collider added on horses, need a better solution
Removed the 30s repair delay on the battering ram head
Ensure AssetDatabase.SaveAssets() is called after manifest is generated
- seemed to work fine on build server without this but didn't save manifest locally until manually using Ctrl + S
Fixed ballista not repairable when hammering its subentity
Use GetCurrentGroundTypeNoAlloc in all VehicleChassisVisuals
Added TerrainConfig.GetCurrentGroundTypeNoAlloc, compare the physics material by instance id instead of by name
For 100 catapults, from 3.9 KB 0.2ms -> 0.1ms
Make sure to stop any stationary siege weapon chassis visual update tick
- Minor mini crossbow animation cleanup
- Reduced some noticiable flickering
- Added more lerp time
Updated pumpkin world model collider so they no longer roll indefinitely when dropped on the ground
Removed ballista pulling interaction
4ShotMiniCrossbow -> primitive
Battering ram headlight toggle
Tweaked battering ram cockpit colliders
merge from primitive_gm -> primitive
Fixed swapping seats blocking the horse
Passenger can't send local input to the horse
Fixed door skins skin ids
Add menu item for "Update Game Manifest (optimized)" to allow you to use the faster generate manifest optimization in the editor (instead of only on the build server)
Distortion voodoo to fake the rammed wall shaking on impact.