branchrust_reboot/main/primitivecancel
1,101 Commits over 62 Days - 0.74cph!
Stop leading when horse starts ragdolling
Can't lead a ragdolled horse
Fixed repair cost UI not showing as red (caused by 111605)
Tweaked mounted ballista colliders
Static ballista rig setup
Updated icon
merge from primitive/deployable_ballista
Mounted ballista detailed colliders
Reverted
111575 (restored mounted ballista rig)
Constructable entities now require the correct amount of resources
Added UI showing the required resources when aiming at a constructable entity
Make sure to reset leading flag when leader player dies
Use `==` instead of `?` for completeness sake (should handle missing prefab reference either way)
Fix an NRE inside GameObjectRef itself (when GameObjectRef lost it's reference to the gameobject but you call GetEntity() on it)
merge from primitive_gm -> primitive
med ak skin WIP
- model skinned & exported
- initial prefabs setup
merge from primitive/gameplay
properly disable horse animator while ragdolling, better perf but also stops audio triggers from animator
merge from primitive_gm -> primitive
Submitting scaled down ballista weapon rig
merge from primitive/gameplay
Fixed ram lighting enabled state not looking quite right.
reset horse spine local pos after ragdolling so it doesn't occassionaly turn into an accordion
further ragdoll tweaks
- larger colliders
- more aggressive ragdolling end thresholds
- don't apply as much velocity when starting ragdoll from the initial pose
Tweaked siege weapon constructables deploy volumes
Added GetRedirectHealthInfo in BaseCombatEntity, allows us to show another BaseCombatEntity health when being looked at
BallistaGun shows the health of the vehicle
Horse temp ragdoll shows the health of the horse
merge from med ak skin branch
don't let ragdoll test convar try and ragdoll a client entity
Updated mounted ballista and ballista name and shortname
Manifest
merge from primitive/deployable_ballista
Updated knight armour set icons after texture changes
Reduced the temp ragdolling maximum time
stop trying to kill ragdoll twice
don't show health info on temp horse ragdoll
Player can now block with the shield as long as they have more than 0.5s of block power left (don't need wait for bar to fill back up)
Reduced minimum time the shield has to be raised to 0.5s
merge from primitive_gm -> primitive
Increased ballista bolts projectile speed
Changed the placeholder bolts damage so they aren't all doing the same damage (wip)
Tweaked siege weapon health and protection
Merge from knight_armour_desc_change
Merge from Shield.Desc.Update
Tweaked horse ground angle update rate convar values
Horse animations: calculate speed and reversing parameters in local space
Horse metal footsteps default to concrete instead of dirt
Fixed horse animations on vehicle large layer (cargo, harbor swing bridge)
Fixed animals not playing footsteps on Vehicle Large and Vehicle Detailed layers
Towing anchor tweaks, prevent horse legs to climb on the catapult bumper
Horse legs animator tweak, added Transparent layer detection
Ram's head collider change when broken
Tweaked vehicle server collider
Battering ram cabin lights
When the head is damaged, change the button interaction + gametip explaining what to do
Fix shield stamina bar not clearing when the player dies/holsters shield
Null check mounted vehicle when trying to notify of player weight change