branchrust_reboot/main/primitivecancel
1,144 Commits over 62 Days - 0.77cph!
merge from primitive/fix_gamemode_sleeping_bags -> primitive
merge from primitive/fix_primitive_tag -> primitive
merge from primitive/fix_primitive_tag -> primitive
customeffects -> primitive
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- 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
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Updating ballista rope skinning
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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
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Hopefully fixed vehicle NPC dialogue options not appearing for non admins
Ballista collision iteration.
Catapult collision.
Ballista collision impact fx.
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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