branchrust_reboot/main/primitivecancel
1,101 Commits over 62 Days - 0.74cph!
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
merge from primitive/ballista_projectile
Removed references to mission rewards in dive master mission conversation (will need a phrase rebuild)
Reduce some random clockwise rotations on mini crossbow
split the magazine from the rifle for the world model
Revert 'rock formation huge e' materials back to what they should be
Fixed siege tower projectile and projectile scale issues (wrong hashes being generated due to duplicate names even though they had different parents)
Wrote scripts for:
- Resetting box collider transform but retaining position in centre & bounds of the collider itself
- Resetting box collider scale but retaining position in centre & bounds of the collider itself
- Resetting box collider rotation but retaining position in centre & bounds of the collider itself
detatch tow when horse swims
merge from primitive/gameplay
renamed unclear player ragdoll param force->velocityOverride
fixed BillBTestMap
- got rid of old mockup towables
- painted ocean topology on bring the water back
Fixed bottom siege tower drawbridge not having sound
Minicrossbow ClientInit NRE fix
fixed horse ragdoll not updating horse pos/rot in builds
reset saddle eye easing values when mount state changes
Revert Playground scene, added Playground_Horses
Set horse MaxVelocity overrides, fixes the entity_distance rejects when shooting at a player riding a horse