branchrust_reboot/main/primitivecancel

1,144 Commits over 62 Days - 0.77cph!

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