branchrust_reboot/main/primitivecancel
1,144 Commits over 62 Days - 0.77cph!
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
Submitting battering ram hardware rig
Battering ram
- Added new driving pose
- Added battering ram sit mountpose enum
- Added pose to player controller
- Set to use new pose in seat prefab
merge from player_catapulting
battering ram - updated ik hand targets
Moved AllowPlayerInstigatedDismount up from BaseVehicle to BaseMountable
Speed and handbrake tweaks on slopes
Horse ground alignment tweaks
Horses now skid when braking at full speed
Progressively reduce head leaning max angle based on speed
Re-introduced spine ik
Tweaks
battering ram anims updated
battering ram anims exported on updated rig
added initial battering ram anims
metal shield 3p melee attack anim updated
Tweaked horse rotation responsiveness, added an additional factor based on the current speed
removed shield blocking condition on the transition from idle to shield melee attack anim on the handshield layer in player animator to get the melee attack animation to play correctly
Move AnimationUtil to an editor only namespace
Merge from primitive/prop_offset
Texture Update for Ballista
Hide local player arms when mounting the ballista
Added WASD controls to ballista
Tweaks, inverted ballista up animator parameter
Added leg animator to the player model, only enabled when mounting the ballista
Removed ballista debug logs
Increased ballista mass
Dismount driver when flipping or reaching high velocities
Fixed some rotation issues
Fixed missing wheel NRE
Catapult item pickup and drop sounds
Ballista bolts world models and pickup/dropped sound
Fixed siege tower pulling flag colliding with tipping flag
Adjusted siege tower model pos so it doesnt spawn clipping into the ground
Fixed battering ram choppy reverse
merge from clientserver_entityfinder_tool
Current gait networked to the client
Polished towing interaction conditions
Cleanup