branchrust_reboot/main/primitivecancel
1,101 Commits over 62 Days - 0.74cph!
Texture update for ballista
added printbinds command to print all your binds to the console
Merge from creative_holdToPlaceDuration_bypass
Merge from main, rebuild F1 item button after conflicts.
Fixed Medieval barricade researchable
added mipmaps to the knightarmour icons
Fixed being able to research items that aren't craftable in the current era
Possible fix for non era items appearing in vending machine map markers
S2P both harbors, fixes missing train tunnel rubble in primitive
Fix vending machine orders not giving the correct item when some of the items in the sell order list have been excluded by era
Ballista bolt tweaks
Catapult boulders vibration level (seismic sensor)
Fixed ballista reload command not reloading pitchfork bolt
Mini Crossbow:
- Fixed broken vm arrowhead rendering
- Fixed broken 3p arrowhead rendering
- Ensured idle 3p state enforces barrel rotation
Fixed incorrect mission rewards being displayed and rewarded during primitive missions
Mission zoo scene now works with underwater dive missions
Server side block handling
Better client side block handling
More siege weapons deploy tweaks
Fix BoatVendor incorrect condition setting causing duo sub to be unpurchaseable.
Tweaked siege weapon deploy volumes
Added wheels to the siege tower constructable, fixed gibs pivot
Tweaked catapult ammo storage server collider
Reduced catapult fire recoil
Reduced siege tower and catapult wheels suspension damping
merge from primitive/catapult_scattershot
Translate constructable blocked by vehicle message
merge from Anisotropic_Horse_Materials
Tweaked ballista shooting point, easier to aim
fixing ballista fire anims overshooting issue
Tweaked catapult deployment so deploying it on a cliff is easier
ballista weapon anim updates, added ballista mount anims
Fixing skinning for ballista mount rig
updated minicrossbow viewmodel and world model rigs with latest weapon mesh and updated viewmodel prefab material paths
Updated Textures LODs and guidemesh for static ballista
Fixed new horses not getting included in TriggerComfort, preventing them contributing to comfort
viewmodel mini crossbow
- reduced dryfire repeat rate
- cleanup, removed uneeded model prefab, renaming
Towing ropes now do a quick pass to ensure they are consistent lengths
Added debug.debugboatissue, prints out a bunch of stuff if the player is mounted to a rowboat
Added Mini Crossbow to T1 Tech Tree (now craftable)
NOTE: Temprorary placement on tree. Final placement not decided
Fixed invisible mini crossbow viewmodel (due to recent model changes)
Static ballista protection and health
Fixed both wooden shields not colliding with vehicles when dropped in the world
Prevent siege tower from closing door as a player walks into it (whilst opening)
Added groundwatch to the static ballista
sliding ragdoll triggered through velocity rather than just a timeout (still has a small time threshold to avoid getting flung off with a spike)
- also allowed slide state to be exited if you're at near-zero velocity, stops horse getting stuck on steep cliff edges in some cases and not being about to mount them or move them without getting ragdolled
Fix shields able to be hit when not in the players hand
Tweaked both ballista deploy volumes
added threshold to horse ground alignment to make it less noisy when stopped on uneven terrain
update to med assault rifle skin forestock - widened to fit hand on both viewmodel and world model