branchrust_reboot/main/primitivecancel
1,141 Commits over 62 Days - 0.77cph!
Stop effect offsets going crazy when hitting an entity
Tweaks & heavy offset test.
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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)
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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
Fixed junkyard car shredder not displaying any LODS
horse ragdoll passes collision events back to be handled properly as fall damage
make sure we aren't setting the horse angular velocity when its rigibody is kinematic
Normal variation now scales the legs animator hip blend speed (both on client and server), this helps reducing the brutal hip rotations when riding on uneven terrain
ClientUpdate now packs throttle, steering and avoidance inputs into one byte
Fix primitive tag on loading screen missing blue background
Fixed some inputs being remembered when the player is downed while holding a shield
Avoidance steering input are now sent to clients (so the horse moves its head when avoiding something)
Small optimisations in the horse update rpc
Weapon racks can now handle items being externally removed (eg due to era enforcement)
Fixed horse sliding mode oscillating too much\
Added a delay on the sliding sound before it can be played again
Removed tree layer from catapult spikes trigger
Tweaked world colliders
Fixed missing DungeonConditionalModel in ferry terminal
merge from primitive/gameplay - contains network protocol
Better horse auto avoidance
Reduced horse velocity when hitting a vehicle
Fix exception when firing guns and not holding a shield
Fixed missing backfaces on battering ram build stage
Added primitive sell order lists for water well vendor
IsAllowedInEra now works correctly if passed a mask
Player vending machines can now list items that are marked Loot, Craft or Vending
NPC vending machines will only list items that are marked Vending
Fixes not being able to see or list chainsaws in player vending machines, but still preventing NPC vending machines from selling them
creativemode.freerepair updates the battering ram head flags correctly
creativemode.freerepair works with constructable entities
Reduced the collision damage horses can inflict on vehicles
Same idea as
111903 but with working code this time
Ballista projectile LOD & trail fixes.
Impact FX prefabs.
Only use the ground alignment threshold when the tarrain normal variation is above 10 (rough terrain)
Added item counts and names to enforce_era_restrictions command
Reduced arrow protection on metal shield (100% -> 90%), fixes metal shields taking 0 damage from arrows
Fixed fire arrows bypassing shields entirely (just the direct impact, players will still take damage by standing in the fire spawned by these arrows)
Updated ballista bolts descriptions, fixed piercer using hammerhead desc
Updated engine.json
Mark player as hostile after firing a loaded catapult
Ballista comments