branchrust_reboot/main/primitivecancel

1,141 Commits over 62 Days - 0.77cph!

13 Days Ago
Rust.cs formatting
13 Days Ago
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13 Days Ago
Merge from primitive_gm
13 Days Ago
Hopefully fix shields in a build
13 Days Ago
- LODs adjustments and bolt fix
13 Days Ago
manifest - restore prefabs/autospawn/monument/medium/compound.prefab
14 Days Ago
Added a screenshake and camera recoil to the local player when hit while blocking
14 Days Ago
Battering ram metal impact
14 Days Ago
Battering ram engine exhaust effet
14 Days Ago
Damage states WIP
14 Days Ago
Horse: make sure to damage all mounted players when doing the collision damage Setup prefab information
14 Days Ago
Flip the shield raise progress bar so it starts full and lowers rather than vice versa
14 Days Ago
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)
14 Days Ago
Fixed player floating above ground when rotating the ballista Player follows the ground level Better clipping checks
14 Days Ago
Yet another try catch that needs to throw it's exception instead of logging during GenerateManifest
14 Days Ago
Collider fixes
14 Days Ago
Exhaust stuff
14 Days Ago
Add extra colliders to the top, side and bottom of all shields for extra cover Tripled the health of all shields
14 Days Ago
Ensure errors are thrown inside DoPrepare() instead of being skipped over - only applies when `-throw_manifest_error` is set
14 Days Ago
Door FX fixes.
14 Days Ago
Terrain trail FX.
14 Days Ago
Added the exhaust prefab
14 Days Ago
Added hatch FX.
14 Days Ago
Compile fix
14 Days Ago
- 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
14 Days Ago
Fixed ballista SiegeWeaponVehicleAudio.StartReloadSounds NRE
14 Days Ago
Unpacked catapult mesh prefab, see if it fixes the unpooled bone names
14 Days Ago
Tweaked battering ram door max angles
14 Days Ago
New battering ram dismount pos
14 Days Ago
Metal impacts.
14 Days Ago
Disabled the new terrain collision proxy collider added on horses, need a better solution
14 Days Ago
Removed the 30s repair delay on the battering ram head
14 Days Ago
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
14 Days Ago
Fixed ballista not repairable when hammering its subentity
14 Days Ago
Use GetCurrentGroundTypeNoAlloc in all VehicleChassisVisuals
14 Days Ago
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
14 Days Ago
Make sure to stop any stationary siege weapon chassis visual update tick
14 Days Ago
- Minor mini crossbow animation cleanup - Reduced some noticiable flickering - Added more lerp time
14 Days Ago
Updated pumpkin world model collider so they no longer roll indefinitely when dropped on the ground
14 Days Ago
Removed ballista pulling interaction
14 Days Ago
4ShotMiniCrossbow -> primitive
14 Days Ago
Battering ram headlight toggle
14 Days Ago
Tweaked battering ram cockpit colliders
14 Days Ago
Ballista material fix
15 Days Ago
merge from primitive_gm -> primitive
15 Days Ago
Ram impact interior FX.
15 Days Ago
Fixed swapping seats blocking the horse Passenger can't send local input to the horse
15 Days Ago
Fixed door skins skin ids
15 Days Ago
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)
15 Days Ago
Distortion voodoo to fake the rammed wall shaking on impact.