branchrust_reboot/main/primitivecancel
1,101 Commits over 62 Days - 0.74cph!
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
merge from primitive_gm -> primitive
Effects: Normalise Z multiplication in local pos mode (prevents it clipping underground)
Removed unused ballista stuff
Stop effect offsets going crazy when hitting an entity
Tweaks & heavy offset test.
Incendiary ballista impact fixes.
med ak mag drop model meta update
med ak entity
- setting up anim events & effects for mag drop
- now uses own animator & anims (to call bespoke mag drop anim event)
- name changes to match existing model conventions
- removed unnecessary prefabs
Various ballista projectile things
Incendiary bolt testing the new hit code (bug: still spawning arrow stuff)
Fix mini crossbow pushing some NREs
Add muzzle position to mini crossbow (spawns projectile at the right place 3p)
med ak
- rigged worlmodel, brought mag into file
- initial 3p entity setup
Added Two New Catapult Stone Ammo Models
Added A Cluster Model to use in the Catapult Basket
Removed Old Catapult Stone Ammo Textures and Replaced them with a new combined textures
Updated prexisiting prefabs to use new textures.
Incorrect effects path fix
Use 'UseCustomEffect' instead of is valid check
Added ability to inject custom impact effects
- Supports client predicted effects and server effects
- Supports various types of position offsets
- Supports various types of normal orientation
- Supports overriding returned effect path