branchrust_reboot/main/primitivecancel
1,144 Commits over 62 Days - 0.77cph!
Reverted car shredder to a RendererLOD, match prior culling settings
Cheaper shield ServerTick, only try and find a shield if the player has a held entity that is compatible with shields
Convert hit normal to world position
Fixed horse EatDroppedFood nre
Effects: Way more normal orientation settings and some tooltips!
Fixed anim warning when switching ballista ammo
Cleaned up battering ram detailed and world colliders scale
Fix NRE in Mini Crossbow UpdateArrowHeads method. Players can now rejoin servers they were locked out of
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Jarryds fix for PlaySoundFirstPerson NRE
Fireball velocity calculation improvements.
Increased tick rate on fireball small
Enabled repair and pickup on static ballista
All siege weapons item removed from loot pools
Battering ram head removed from lootpool
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Fixed BaseVehicle.PenetrationResistance NRE
Fixed some annoying bugs still left in the new effects code
Implemented new rock models for the catapult scattershot
Fixed scale issues on siege tower
Reset ground floor siege tower to be scale (1,1,1) - should stop projectiles getting scale warped on ground floor
Mini Crossbow second attempt at NRE fix
Fire sound loop on the idle ballista incendiary bolt.
medieval large wood box initial model, material, prefab setup, spawnable. Needs lods, gibs, texture size reduction, icon, steam item, art pass
Updated static ballista incendiary bolt wm
Updated bolts impact sound
Disabled incendiary bolt enabled by default on the ballistagun prefab
ItemModProjectileSpawn now uses the spreadVelocityMin and spreadVelocityMax settings when spawning entities instead of the hardcoded 1 and 3 values
Set all the prefabs using this to spreadVelocityMin 1 and spreadVelocityMax 3 (fire and explosive ammo)
Cleanup.
Hammerhead impact assignment.
Revert fireball_small. Stationary check is needed.
Setup mini crossbow root object
Fixed a potential NRE in AttemptMount when playing in CLIENT SERVER
Bypass stationary system (particles only) on small fireballs
Effects: Correctly inverse transform point should we hit an entity
Fixed ballista bolt world model colliders
Zeroed the offset & hid the debug gizmos.
Renamed ballista incendiary prefab now that it has bespoke ballista workarounds and shouldn't be reused stock.
Med ak
- set dropped mag effect to use base ak mag model (for now to fix an error)
- updated viewmodel mesh, rigged and set up in game, re-linked materials
- world model prefab setup