branchrust_reboot/main/primitivecancel
1,133 Commits over 62 Days - 0.76cph!
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Siege harness bone constraints setup
merge from Knight Armour DLC - KnockerPhys
Updated SiegeHarness model in RidableHorse2
Fix compile error from System namespace applying to Random class
merge from primitive_gm -> primitive
Added some basic tree auto avoidance for horses
Rotation responsiveness tweaks
Projectile unparent fixes.
Tweaked fireball spawns & speeds.
S2P stables A and B
Fixes old horses still spawning in ranches
Fixed swimming not retrograding gates
Improved buoyancy
Better bounds padding handling for shields (have to artifically inflate the padding for bots)
Fixed a slight visual movement when switching between shields that share the same animator controller
Catapult projectile orientation fun WIP.
Fireball small prefab update.
Manually updated Fireball_Small to be like the updated one on the unmerged new-explosion branch, as the old one looked really out of place in this context.
Moved the skidding to CTRL
Double tap CTRL to stand
Block movements when standing
Lot of improvements on horse head motion
merge from primitive_gm -> primitive
base shield gameplay pass
Medieval barricade base gameplay pass - now shared the same stats as barbed barricade.
- Removed rope requirement from barbed barricade
Fixed spears not working with shields
Cata airtime & impact WIP.
Catapult flame ammo + lighting + sound emitter.
Fixed siege_weapon_ballista_base generating new materials on import
Fixed incorrect back bone offset on knight chest piece
Can now pull horses when leading them, allowing you to pull them out of tricky spots (experimental)
Improved spine IK motion again
FX progress backup.
Small transmission tweak on catapult bucket.
Added ropes when leading horses using FakePhysicsRope
Moved FakePhysicsRope logic to LateUpdate
Tweaked leading behaviour
Fixed players able to stop other players leading horse
dropped explosion force multiplier on catapult by a factor of 10
towing looks for non-interactive layered collider setup on towable vehicles, no longer get useless towing prompts when you back up to the wrong side of siege weapons
Fixed anim events error on flinch anims
Restored spine ik when eating and playing idle breaks
Reworked horse spine IK
Smoothed eye pos to reduce motion sickness when riding
Some leading tweaks
allowed better validating from the towed vehicle whether it is in a state to be towed
- exposed through virtual in BaseSiegeWeapon at the moment, only the siege tower has cases where it doesn't want to be towed (when it's toppled)
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