branchrust_reboot/main/primitivecancel
267 Commits over 31 Days - 0.36cph!
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
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