branchrust_reboot/main/primitivecancel
1,101 Commits over 62 Days - 0.74cph!
- 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.
Merge from industriallights_skins
merge from primitive_gm -> primitive
Added a dedicated TerrainCollisionProxy collider for the horses
Fixed horses standing on trough in ranches
S2P both ranches
Make sure to include any passenger when ragdolling the horse driver
Fixed horse double saddle culling
Closed battering ram cockpit door
Scaled up the wheel a lil bit and added suspension
Fixed battering ram not using its VehicleChassisVisuals
Updated BatteringRamVisuals to move the axles
Cleaned up BaseSiegeWeaponVisuals
Fixing scoop not being skinned on battering ram
Updated catapult world colliders, tweaked wheels stiffness
Fixed ballista reload end sound not playing
defer gravity death to avoid immediate component destruction in physics callback
- also fixed drag issue causing inconsistent fall damage in some cases
ragdolls handle fall damage and now properly match the player gravity (catapults use default values still)
Fixed ballista audio, had fun with animation events and cycle offset animation
Updating battering ram rig with new uvs
Increased ballista textures aniso level, less blurry in first person view
Ballista:
Fixed reloading while aiming feeling choppy
Improved the client prediction
Broke the audio tho, needs more work
merge from primitive_gm -> primitive
- Cleaned up siege tower ramp colliders
- Ensured transition onto siege tower ramp and into the door are smooth
Added tiling reinforced glass material. Removed baked AO from battering ram door.
Rotated Crossbow worldmodel again
Added right click method to print out npc vending orders into a nice text format