branchrust_reboot/main/primitivecancel
1,101 Commits over 62 Days - 0.74cph!
- Improved automatic bone name resolver
- Fixed duplicate bone names in Siege Tower
- Fixed duplicate bone names in Constructable
Increase Siege Tower NPC Carver size
- Rewrote custom effects system
- Moved to projectile code
- Inject into projectile before effect is sent
- SImplify modifiers
Speed up slow projectiles fired from AutoTurret to minimize delay
Increased supply drop mass so it's not easily pushed by vehicles and horses
Fixed collider setup causing flyhack kicks when standing and jumping on it
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Submitting new mounted ballista anim
Fixed ballista rotation sounds never stopping when dismounting while rotating
Updating ballista rope skinning
Fixed scattershot worldmodel offset model
Tweaked static ballista culling distance
Fixed catapult showing the scattershot loaded by default
Fixed RidableHorseAnimation.GetHipBlendFactorAndSpeed NRE
Fix rubble in train tunnel vent entrance always active
S2P outpost, excavator and harbor 2
Restored crafting costs in crafting menu
Added Medieval pack steam item
Tweaked piercer bolt damage
Disable gizmo on piercer projectile in time for the playtest
Removed tugboat mentions in siege tower construction components
handling horse animation visibility properly when occlusion culling is disabled (stops footsteps being heard while ragdolling)
Fixed catapult ammo models being set active every loads
reset positions of codelock and storage adapters on medieval large wood box - now the same as default large wood box
Fixed an industrial NRE due to orphaned Industrial attachments
Hopefully fixed vehicle NPC dialogue options not appearing for non admins
Ballista collision iteration.
Catapult collision.
Ballista collision impact fx.
Fix some first person spectate issues with shields when going in/out of debug camera
Sped up cata ammo fire a bit.
Fixed child entities not being copied over when reskinning a large wooden box
Fixed back holster offset on knight chest piece (again)
Fixed some impact gibs getting stuck in walls.
Catapult scattershot tweaks
Restored battering ram head collider pos
First person spectate now shows shields correctly, supports vm hit animations
Fixed missing LOD scripts.
Tweaked screen shake on explosive catapult shot.
Fixed some minor catapult FX issues.
Cleaned up temp files.
Moved explosives primitive gamemode wb2
Battering ram and battering ram repair costs - ram now required 150 HQM
Updated wood & metal shield impacts.
Incendiary catapult projectile has its own larger fireball spawn.
Spawn fewer of them.
Flame arrow less stretchy during the middle of the mini crossbow reload animation.
Fixed fireball smoke lingering on after fire extinguishes.
Normal flame arrow impact updated to be in line with the new flame catapult & ballista flame burst impacts.
Fixed fire arrows spawning the old fireballs, and deleted all those hidden beancan grenade meshes from the flame arrow fire (lol?)
Piercer flip bugged (with gizmo) for Ian.