branchrust_reboot/main/primitivecancel
1,101 Commits over 62 Days - 0.74cph!
Orientation almost working
Added a orientation debug gizmo for Ian.
Workaround for that one weird floating gib ghost.
Shake tweak on large boulder.
Setup FX and screen shake profiles for medium and small catapult boulders.
Fixed ram taking damage from head collisions
Tweaked catapult amount of boulder we spawn with the scattershot
Fixed projectile rotating the wrong way
Shifted renderqueue on smoke_whispy by 1, to fix FX elements sometimes not sorting through the refractive glass.
Small damage effect ram head fixes.
Improved horse towing interactions
Restored ballista rotation sounds I just broke on
112292
Fixed static ballista anim mask
siege weapon sound import settings
additional battering ram sounds and polish
codegen
Fixed occasional ballista desync
Fixed choppy movements when another client is reloading
Fixed pitch rotation sometimes not working because of animations
Cleanup
Fixed SelectedBlueprint.UpdateIngredients error, bag merge on high external stone gate
Applied a refactored rotation-agnostic version of the non-blinding arrow flame to the mini crossbow, so that it can do its spinny gymnastics.
Constructable info panel tweaks, localization and tooltip
Updated Medieval Large Wooden Box Prefab to be Uncraftable to Fix it appearing in the crafting menu
Added a constructable entity UI information panel, showing what additional resources will be required to build siege weapons
Added to crafting and inventory menus
added ddraw.clear command
medieval large wood box steam item setup, rebuilt manifest and skins asset, now works correctly with spray can and hammer tool - still needs a qa pass on steam item
Allow doors to bypass road checks (only affects the siege tower)
Added deploy blacklist to wooden door (to match the other doors) this fixes wooden doors not being placeable on siege towers (as well as tugboats)
Fixed horse breathing rate sounds never stopping
Horses will now play breathing sounds until their stamina is recovered
Catapult explosive and incendiary sounds
Updated flame arrow FX for hunting/compound/legacy and crossbow, for improved aiming visibility
additional ballista/catapult sounds and polish
Fixed skeleton component on medieval ar, fixes clothing not applying
Improved ItemModProjectileRagdoll, if its not a direct hit, ragdoll in the opposite direction of where the projectile hit
Fixed battering ram door openable by horses
Fixed battering ram door open/close not working sometimes
Fixed ballista bolts flyby sounds
Moved BaseSaddle in the right folder
Marked all the old horse code as obsolete
Deleted the old old horses
Added RidableHorse2 population convar, updated prim gamemode
Fixed "Blocked by x" construction errors not working for trees, nodes and new horses
Disabled world collisions on metal-shield-impact, fixes some offset particles
Switch shield server side time tracking to invokes, much more accurate time wise
Lets me remove a heap of time hacks to try and get client and server to match up, results in shields being usable for a bit longer
merge from primitive_gm -> primitive
Fire arrow flame replacement prefab for better visibility.
Fix industrial lights item category
Fix medieval ar isRedirectOf missing
Horse towing attach/detach sounds
Improved ballistas dismounting behaviour, rotate player view to face the ballista aim dir
BaseVehicle tooltips
merge from medieval assault rifle refraction branch