branchrust_reboot/main/primitivecancel

267 Commits over 31 Days - 0.36cph!

26 Days Ago
Fixed horse towing ropes not being destroyed when the joint breaks
26 Days Ago
Fixed ballista choppy 3rd person reloading
26 Days Ago
Horses equipment (armor, shoes, saddle) and speed mods
26 Days Ago
Fixed NotImplementedException on the client when a ragdoll collides with something
26 Days Ago
Fixed jittery movement when noclipping
27 Days Ago
Tweaked catapult seat mount point Allow handcuffed player to be forced mount Reloading level change player corpse throwing force
27 Days Ago
battering ram - model update export
27 Days Ago
battering ram - updated animator to remove additional broken anim loop
27 Days Ago
updated battering ram anims
27 Days Ago
Didn't save Catapult.cs
27 Days Ago
Can't mount the catapult if its loaded Minor ballista cleanup
27 Days Ago
edited shield impact animations and edited theiranim transition lengths on player controller. Also applied missing impact melee anims on v shield override controllers
27 Days Ago
Submitting new ballista rigs
27 Days Ago
merge from main
27 Days Ago
Changed how we detect the entities to damaged when using the battering ram, works better
27 Days Ago
Fixed battering ram door not cancelling its busy tick
27 Days Ago
BallistaGun.Update and ServerTick nre fix
27 Days Ago
Battering ram button animation
27 Days Ago
Fixed battering ram hit anim
27 Days Ago
battering ram - new broken state - animator updates - added 'broken' bool
27 Days Ago
Implemented battering ram rig and animations
27 Days Ago
Fixed battering ram back door flickering
27 Days Ago
Adding split fbxs for battering ram hardware rig
27 Days Ago
Updating battering ram rig hierarchy
27 Days Ago
Fixed shield resetting to idle briefly in 3rd person when getting shot/hit
27 Days Ago
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
27 Days Ago
Fixed melee vm hit block animations not playing
28 Days Ago
Fixed weirdness when applying a door to the Siegetower
28 Days Ago
FakePhysicsRope no longer depends on line renderer. Also setup as a ClientComponent
28 Days Ago
Cant push the siegetower if you are on a drawbridge
28 Days Ago
Siegetower drawbridges parent and unparent parents if they are on the drawbridges when opened/closed
28 Days Ago
Various horse client/server optims
28 Days Ago
Fixed door not being deployable on the Siegetower
28 Days Ago
Ballista Texture Update LOD0 Update
28 Days Ago
Resolved duplicate bone names on draw bridge 1/2/3
28 Days Ago
Horse: Tweaked force reduction based on slope angle Reduced rider damage when ragdolling Increased leg animator culling distance
28 Days Ago
Submitting battering ram hardware rig
28 Days Ago
Manifest
28 Days Ago
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
28 Days Ago
merge from main
28 Days Ago
merge from player_catapulting
28 Days Ago
battering ram - updated ik hand targets
28 Days Ago
Moved AllowPlayerInstigatedDismount up from BaseVehicle to BaseMountable
28 Days Ago
Speed and handbrake tweaks on slopes
28 Days Ago
Horse ground alignment tweaks
29 Days Ago
Gallop gait tweaks
29 Days Ago
Horses now skid when braking at full speed Progressively reduce head leaning max angle based on speed Re-introduced spine ik Tweaks
29 Days Ago
battering ram anims updated
29 Days Ago
battering ram anims exported on updated rig
29 Days Ago
added initial battering ram anims