branchrust_reboot/main/primitivecancel

1,144 Commits over 62 Days - 0.77cph!

3 Months Ago
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3 Months Ago
Added ropes when leading horses using FakePhysicsRope Moved FakePhysicsRope logic to LateUpdate Tweaked leading behaviour Fixed players able to stop other players leading horse
3 Months Ago
Fire ammo stuff/backup
3 Months Ago
dropped explosion force multiplier on catapult by a factor of 10
3 Months Ago
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
3 Months Ago
Fixed anim events error on flinch anims Restored spine ik when eating and playing idle breaks
3 Months Ago
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3 Months Ago
Reworked horse spine IK Smoothed eye pos to reduce motion sickness when riding Some leading tweaks
3 Months Ago
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)
3 Months Ago
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3 Months Ago
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3 Months Ago
using tow anchor transforms for angle testing, not body transform
3 Months Ago
limiting angle towing can be started at with toast popup to straighten up if a player's trying it at a wide-angle
3 Months Ago
ensuring towed siege weapons aren't forced to sleep while being towed
3 Months Ago
fixing tow joint constraints being incorrect when towing begins non-aligned
3 Months Ago
merge from primitive_gm -> primitive
3 Months Ago
merge from primitive_gm -> primitive
3 Months Ago
Fixed some knight armour item setup issues
3 Months Ago
Fixed new horses not working with the trophy system Fixed auto turrets targeting the new horses
3 Months Ago
Horse corpse buoyancy fixcars command now fill up horses stamina
3 Months Ago
Compile fix
3 Months Ago
Horse TerrainCollisionProxy
3 Months Ago
Horse animation tweaks
3 Months Ago
Un-saved assets
3 Months Ago
Re-organized horse folders
3 Months Ago
Suggest an id for newly created skins in the skin inspector
3 Months Ago
Merge from Medieval_Metal_Double_Door
3 Months Ago
Fade out procedural motion when playing any animation moving the legs (idle breaks, eating) Moved all the head and spine movements client code to RidableHorseAnimation
3 Months Ago
SiegeHarnessRope material setup Tweaks to tow anchor points in testridablehorse to line up with the knots
3 Months Ago
Added updated siege harness art to testridablehorse
3 Months Ago
Merge from Knight Armour DLC
3 Months Ago
Ballista things/progress backup
3 Months Ago
Restored standing anim when pressing ctrl Code cleanup, naming
3 Months Ago
Horse prevent movement collider ignores the physics debris layer (dropped items)
3 Months Ago
Fixed horse saddle stack sizes
3 Months Ago
Removed RidableHorseAudio logs
3 Months Ago
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3 Months Ago
tweaked skidding values
3 Months Ago
using pooled lists for disabling client/server collider interaction in-editor
3 Months Ago
Tweaked catapult constructable colliders to prevent player from getting stuck when building it
3 Months Ago
Fixed catapult colliders scale
3 Months Ago
Siege tower damage renderer Ballista physics mat
3 Months Ago
Compile fix
3 Months Ago
Removed empty spawn in spawn handler (old old horses)
3 Months Ago
Updated spawn.procmap.v3.prefab
3 Months Ago
Horse audio Some anim improvements and optimisations
3 Months Ago
Horse lateral damping back to 3, reduced when skidding
3 Months Ago
Removed logs in legs animator Comments
3 Months Ago
merge from primitive_gm -> primitive
3 Months Ago
Removed the old old horses population (the non ridable one), was set to 0 and unused