branchrust_reboot/main/primitivecancel
1,138 Commits over 62 Days - 0.76cph!
Fixed issues with speed calculation when wearing horse armor
Added 'autopilot' editor convar to make horses move by themselves
Fixed StateLayerController never cancelling its FadeOutLayer invokes, causing client performance issue with moving horses
Siege weapon item descriptions
Catapult default pose set to idle, fixes the noticeable change when spawning them
Galloping speed bonus when on road
Firing the catapult will block the push interaction for 2 seconds
Can't feed swimming horses
GetCurrentIngredientProgressAmount NRE fix for client ahead of the server
Don't attempt to auto equip bags and shields when taking from weapon racks
Shield cannot be raised if the player has less than 1s of time in the progress bar
Hammer is no longer usable with shield (was a bit of a downgrade since you had to unequip the shield to access upgrade options)
Hopefully fixed recurring issue where the player would be stuck in blocking state if their shield breaks while it is raised
Recoil when a player sucessfully blocks a hit is now applied to the attacker, not the defender, only applied for melee
Left in the screenshake for local player on blocking a hit as it looks good
Applied a new collider to all shields to increase the amount of coverage the legs and head receive, particularly while blocking
Catapult firebomb fire spread/lifetime/damage matches the incendiary rocket
Slower ballista hammerhead bolt
Minor build cost indicator color fix
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