branchrust_reboot/main/primitivecancel
1,132 Commits over 62 Days - 0.76cph!
Fixed battering ram parenting trigger warnings
Deleted unused battering ram door prefab and old ballista models
merge from Medieval_Barricade
Removed second realmed removed incase thats the issue as well
Hopefully prevent battering ram door from bricking Aux2
Added a nicer way to GetActiveShield(), cuts down on some repeating inventory reads
Don't show the crosshair when blocking with a shield while a gun is equipped (you can't shoot anyway)
Another attempt to fix the player corpse not implemented exception
Call SetHeld(false) before clearing the owner player rather than after
Fixes some logic in that method failing because it needs the owner player to be able to access the current shield if the equipped weapon is being dropped
Fixed case where player could hit their own shield with melee weapons
Enabled shield compatibility on:
Skinning Knife
Water Pistol
Candy Cane Club
Flashlight
Concrete hatchet + pickaxe
Lumberjack axe
Shovel
Bone Knife
Frontier Hatchet
Combat Knife
Stone Pickaxe
Show whether a gun can be used with a shield in the info panel
Minor layout reshuffling in the inventory, crafting and tech tree panels to support this
Ballista constructable ground watch
Added wheel FX to Ballista
Ballista damage redirection
- Added catapult wheel effects
- Sorted siege tower wheel effect positions
Deployable positionOffset renamed to guideMeshPositionOffset
Increased and added more trigger volumes on siege tower - should prevent random kicks for flyhack
- All constructables now automatically rotate to face away from you when placing (makes it more intuitive to place)
- Increase catapult max place distance to support the larger build check radius
Added player check triggers to catapult, battering ram and ballista constructables
Battering ram damage renderer
- Setup to allow constructables to block repair if any player is ontop of the entity
- Push toast to the 'repairer' to let them know
- Added to siege tower initially
Material bug fix on construction stage ballista
Set up battering ram and catapult death screen ui
Fixed a minor battering ram issue with an unfilled hit info field
Deployables can now show "Blocked by terrain"
Added an entity whitelist setting to SocketMod_Sphere
Ladders can now be deployed in siege weapons prevent building volume
manifesti_fix -> primitive
edited player animation.controller so the shield impact animations work correctly
Battering ram compile fix
Fixed physics issue when building the ballista
Added a position offset setting for deployable guide mesh
Siege tower deployable on rocks too
Catapult and battering ram deployable on rocks
Battering ram broken state loading
Battering ram door loading
Restore propane bomb world model
Battering ram door joint can now break
When breaking, we spawn a door server gib
Siege tower doors now reverse backwards if theres something in the way whilst opening
More building volume changes to try and allow door placement
More checks to prevent a user from pushing the siege tower from a higher point on the tower
- Dont use Protected flag
- Added up to Reserved19
Removed animation rigging package (added when experimenting on horses during hackweek)
Fixed siege tower wheels using incorrect material on LOD3
Hopefully that prevents all building spots on the tower
Avoid Siege Tower flag conflicts