branchrust_reboot/main/primitivecancel
1,131 Commits over 62 Days - 0.76cph!
Split "Save Backpack Holster" option on HeldEntity inspector into two options, "Save Scene Position as Holster" and "Save Scene Position as Backpack Holster"
Added a "Save Holster Info to Prefab" button that copies the current holster values to the prefab asset
Don't show any of these options on Held entities if they are not in the scene (they would have failed anyway)
Adjust shield holstered positions
Removed some placeholder anims
Disable write defaults on shield idle
updated battering ram anim, new states in animator, more build up in attack anim
Battering ram audio minor change
-Battering Ram wheels now steer the correct way
-Battering Ram wheels rotate via Quaternions
Horses: removed the velocityDelta thing when applying forward forces, feels better when moving from gallop to canter after releasing shift
Update ballista icon
Changed siege weapon items selection panel
Fixed ballista ModularCarAudio.StopTyreAudio NRE
Fixed catapult fire interaction available when looking at the wheels
Added SiegeWeaponVehicleAudio, inherits from from GroundVehicleAudio
Updated BatteringRamVehicleAudio
Added wheel audio to all siege weapons
Fixed ballista client loading issue
Fixed horse towing ropes not being destroyed when the joint breaks
Fixed ballista choppy 3rd person reloading
Horses equipment (armor, shoes, saddle) and speed mods
Fixed NotImplementedException on the client when a ragdoll collides with something
Fixed jittery movement when noclipping
Tweaked catapult seat mount point
Allow handcuffed player to be forced mount
Reloading level change player corpse throwing force
battering ram - model update export
battering ram - updated animator to remove additional broken anim loop
updated battering ram anims
Can't mount the catapult if its loaded
Minor ballista cleanup
edited shield impact animations and edited theiranim transition lengths on player controller. Also applied missing impact melee anims on v shield override controllers
Submitting new ballista rigs
Changed how we detect the entities to damaged when using the battering ram, works better
Fixed battering ram door not cancelling its busy tick
BallistaGun.Update and ServerTick nre fix
Battering ram button animation
Fixed battering ram hit anim
battering ram
- new broken state
- animator updates
- added 'broken' bool
Implemented battering ram rig and animations
Fixed battering ram back door flickering
Adding split fbxs for battering ram hardware rig
Updating battering ram rig hierarchy
Fixed shield resetting to idle briefly in 3rd person when getting shot/hit
Improved projectile hit handling for shields
Due to the thickness of the player capsule on the server the player often fully encompasses the shield collider, leading to the shield missing shots that it should be blocking because the shot hits the player first
Server fired and player fired projectiles now do an additional check when damaging players to see if the shield should block the hit by checking the racyast against the equipped shield
Fixed melee vm hit block animations not playing
Fixed weirdness when applying a door to the Siegetower
FakePhysicsRope no longer depends on line renderer. Also setup as a ClientComponent
Cant push the siegetower if you are on a drawbridge
Siegetower drawbridges parent and unparent parents if they are on the drawbridges when opened/closed
Various horse client/server optims
Fixed door not being deployable on the Siegetower
Ballista Texture Update
LOD0 Update
Resolved duplicate bone names on draw bridge 1/2/3
Horse:
Tweaked force reduction based on slope angle
Reduced rider damage when ragdolling
Increased leg animator culling distance