branchrust_reboot/main/primitivecancel
1,141 Commits over 62 Days - 0.77cph!
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)
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
Added groundwatch to the static ballista
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
added two convars to disable temp ragdolling of players and horses separately, both enabled by default
- allowplayertempragdoll
- allowhorsetempragdoll
Restored min sliding time before ragdolling (5s)
mini crossbow model update - included front sight pole to help with aiming on both viewmodel and worldmodel
updated textures and materials
Fixed horse hip position fuckery after recovering from ragdoll
moved towing joint break limits to a convar for experimentation
Added new shield.infiniteshieldblock replicated convar for testing
Constructables now start at full health, and their progress is tied to the amount of resources added rather than their health
Fixed shield blocking again after a holster/deploy if the holster happened while a block was in process
Fixed towing flag not resetting when the towed entity died or when the horse was admin killed
Fixed medieval barricade damage volume causing damage through construction whe jumping or using half height floors
Remove medieval barricade from spawning in loot tables
Added server.clear_trees_radius, clears all trees around the player within a given radius
Move shield block handling to the server
Ballista arrow flame dynamic movement
Various ballista ammo related stuff (WIP)
Fixed some AO textures that weren't linear.
Figured out a better way to mask the left hand only for the player animator, removed most usages of ShieldBlockStateBehaviour components as they are no longer needed
This new approach leaves all non left hand data intact so anims like the python revolver deploy spin now works
Fixed shields colliding with things (vehicles mostly)
Changed stone highwall physic material to rock (was using metal)
Probable fix for backdoor dragging oddity.
Exhaust while moving improvements.
Decreased minimum ragdoll velocity required to get up
Improved battering ram door joint breaking
Fixed rotation mismatch when spawning the server gib
Battering ram damage effects
Battering ram can't take collision damage from the head
Catapult dry fire plays the smoke effect
Horse and BaseAnimalRagdoll NRE fix
Untow when towing horse starts ragdolling
Can't tow ragdolling horse