branchrust_reboot/main/primitivecancel

1,144 Commits over 62 Days - 0.77cph!

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