branchrust_reboot/main/primitivecancel
1,144 Commits over 62 Days - 0.77cph!
Both wooden shields now use wooden impact pfx
Fixed "ent kill" commands affecting shields
Horse code cleanup
Fixed handbrake not working properly
Fixed battering ram using the wrong head health values
battering ram anim upodates
Get out of ragdolling only when the body stopped moving +1s, with a 20s time fallback
Delayed the catapulting death on impact by 1s so you can see the corpse hitting the ground instead of dying mid air
Fixed ragdolling killing you on impact on horses
Fixed lethal ragdolling killing even with god mode enabled
Battering ram scoop damage renderer
Battering ram folder cleanup
Implemented new battering ram animations
Changed the damage logic
exported 3p shield anims correctly and turned 'write defaults' back on for the metal shield idle in player animation controller
Fixed priority of block impact anims so they don't go via the idle state
Fixed left hand driven camera animation not working when shields are active
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