branchrust_reboot/main/primitivecancel
1,144 Commits over 62 Days - 0.77cph!
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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using tow anchor transforms for angle testing, not body transform
limiting angle towing can be started at with toast popup to straighten up if a player's trying it at a wide-angle
ensuring towed siege weapons aren't forced to sleep while being towed
fixing tow joint constraints being incorrect when towing begins non-aligned
merge from primitive_gm -> primitive
merge from primitive_gm -> primitive
Fixed some knight armour item setup issues
Fixed new horses not working with the trophy system
Fixed auto turrets targeting the new horses
Horse corpse buoyancy
fixcars command now fill up horses stamina
Horse TerrainCollisionProxy
Re-organized horse folders
Suggest an id for newly created skins in the skin inspector
Merge from Medieval_Metal_Double_Door
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
SiegeHarnessRope material setup
Tweaks to tow anchor points in testridablehorse to line up with the knots
Added updated siege harness art to testridablehorse
Merge from Knight Armour DLC
Ballista things/progress backup
Restored standing anim when pressing ctrl
Code cleanup, naming
Horse prevent movement collider ignores the physics debris layer (dropped items)
Fixed horse saddle stack sizes
Removed RidableHorseAudio logs
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using pooled lists for disabling client/server collider interaction in-editor
Tweaked catapult constructable colliders to prevent player from getting stuck when building it
Fixed catapult colliders scale
Siege tower damage renderer
Ballista physics mat
Removed empty spawn in spawn handler (old old horses)
Updated spawn.procmap.v3.prefab
Horse audio
Some anim improvements and optimisations
Horse lateral damping back to 3, reduced when skidding
Removed logs in legs animator
Comments
merge from primitive_gm -> primitive
Removed the old old horses population (the non ridable one), was set to 0 and unused