4 Months Ago
Experiment. Removed the need for a separate buoyancy system for every rigidbody on an entity. Updated player_corpse_new to only use one. Should be much more efficient. This technically makes the cached rootToPoint a little inaccurate since different limbs are moving around doing their own thing, but it's close enough given the benefits. Unfortunately it just doesn't look very good. You miss out on the different limbs reacting to different wave heights and get a stiff body result.