branchrust_reboot/main/siege_weapons/hackweek_horse_rewritecancel

27 Commits over 0 Days - ∞cph!

Yesterday
Better acceleration when towing Limited to trot gait + some visual fixes and tweaks
Yesterday
Implemented towing back on new horses
3 Days Ago
Temporarly ragdoll the horse when colliding at high speed (wip stupid code)
3 Days Ago
Restored hibox, protection, mounting logic and corpse
3 Days Ago
Code cleanup Collision damage tweaks
3 Days Ago
BaseRagdoll compile fix
3 Days Ago
Splitted the code in client/server files Updated naming and moved everything in the right folders
3 Days Ago
Replaced the metal bonk effect for something more appropriate
3 Days Ago
Collision damage Ragdoll the rider when taking too much damage (hitting a tree at full speed, running off a cliff etc)
3 Days Ago
Horse head and body bounciness, so we don't lose too much speed when bumping on trees
3 Days Ago
merge from ragdolling
3 Days Ago
Physics tweaks, updated grounded checks
3 Days Ago
Revert ProjectSettings
3 Days Ago
Trying a wheel collider approach to reduce unwanted friction when riding on uneven terrain
4 Days Ago
4 Days Ago
compile fix
4 Days Ago
Horse gaits (walk, trot, canter, gallop) Tweaked speeds
4 Days Ago
Fixed inputs not set to 0 when dismounting Added some debug to visualize forces wee impulse forward when jumping + some tweaks
5 Days Ago
Increased Y inertia tensor to fix the residual rotation caused by gravity Reduced drag so the horse takes longer to decelerate from max speed to 0 after releasing inputs
5 Days Ago
Fixed NRE in SkeletonEditor
5 Days Ago
Changed rotations to use relative torque Added some friction and restored drag + speed and collider tweaks
5 Days Ago
Removed debug Tweaked prefab rigidbody
5 Days Ago
Better ground alignment
6 Days Ago
Better jump controls Client head IK tweaks
6 Days Ago
Horses can jump (wip) Tweaked server colliders
6 Days Ago
Handbrake so we don't slide down slopes Somewhat working gravity
6 Days Ago
Baseline Horse movements using physics like vehicles