branchrust_reboot/main/primitivecancel

1,101 Commits over 62 Days - 0.74cph!

1 Year Ago
Cant build siege weapon constructables when intersecting with a vehicle
1 Year Ago
Can build siege weapons on roads
1 Year Ago
Make Siege Tower doors actually physical (helps prevent glitching with pushing the doors through the wall and then closing them on people)
1 Year Ago
Siege Tower: - Fixed middle door not getting closing notifications - Doors now dont auto close on closing, only opening
1 Year Ago
Horses client side optimizations
1 Year Ago
Can open top siege tower door even if you are close to it
1 Year Ago
Fixed horse idle breaks not playing anymore Tweaked sliding legs when playing idle_1
1 Year Ago
Horse decay
1 Year Ago
Increased top ladder trigger volume on Siege Tower
1 Year Ago
Make scopes less of a big deal FOV wise on the mini crossbow
1 Year Ago
4ShotMiniCrossbow -> primitive
1 Year Ago
Fixed horses stuck in sliding state Increased max slope angle
1 Year Ago
Removed Vehicle Detailed colliders from the horses, use AI layer instead LegsAnimator detects Vehicle Detailed colliders
1 Year Ago
Tweaked horse player collider height
1 Year Ago
- Ballista Gibs missing material fix
1 Year Ago
merge from Medieval_Barricade_Unique_Desc
1 Year Ago
merge from Medieval_Barricade
1 Year Ago
Merge from main
1 Year Ago
Updated knight items to not overlap ids with lunar new year content
1 Year Ago
Manifest update, seems to resolve triangle floor hatch issue locally
1 Year Ago
Deleted the combined reload clip for crossbow Made a new one from the fbx with custom start/end frames Fixes CompareApproximately errors when loading the crossbow/building the manifest
1 Year Ago
Manually remove broken transitions from the vm crossbow anim controller, stops missing PPtr errors
1 Year Ago
Fixed a bunch of issues with chassis visual on siege weapons, causing them to run twice in some cases And to never shut off when stationary
1 Year Ago
Subtract 110734, needs more investigation
1 Year Ago
Orientation fuckaroo & fx offsets
1 Year Ago
Add a Model component to all siege weapons, should now generate the required strings to stop StringPool warnings
1 Year Ago
Various high explosive stuff
1 Year Ago
Fixed battering ram door server gib missing material
1 Year Ago
Battering ram can now damage the Vehicle and Deployed layers When hitting a vehicle, add some forces and show the vehicle collision effect Did a bit of refactoring to have a generic method that returns a BaseVehicle collision effect
1 Year Ago
Fixed spears getting offset in hands when attacking while holding a shield
1 Year Ago
FX Orientator prefab for debug. Explosive ammo stuff.
1 Year Ago
Added ballistagun.reload command, can also take arguments: "ballistagun.reload 1" will load a hammerhead bolt, 2 an incendiary bolt, etc
1 Year Ago
Knight armour world model fixes
1 Year Ago
Fixed knight armour viewmodel not showing
1 Year Ago
Can now mount and open the catapult basket even when the catapult is not reloaded
1 Year Ago
compile error again
1 Year Ago
merge from primitive_gm -> primitive
1 Year Ago
catapult.reload command can now take arguments: "catapult.reload 1" will automatically load a boulder, 2 a firebomb and 3 a propane bomb
1 Year Ago
Added per-ammo firing effects to the ballista Added global hit effect to the battering ram
1 Year Ago
Codegen
1 Year Ago
Added per-ammo firing effects to the catapult Added catapult.reload command to instant reload nearby catapults
1 Year Ago
4ShotMiniCrossbow -> primitive
1 Year Ago
Merge from main
1 Year Ago
Setup weapon rack configs for all shields
1 Year Ago
Fixed BallistaGun NRE
1 Year Ago
Restored old horses behaviour to be like on release
1 Year Ago
Hide battering ram head item
1 Year Ago
merge from main -> primitive
1 Year Ago
- Ballista missing Metal smooth map fix
1 Year Ago
merge from main -> primitive