13,068 Commits over 2,769 Days - 0.20cph!
Periodic raycast check to reactivate kinematic dropped items if needed
Cache sleep check, fix server call
Re-enabled Tugboat deployment for the Twitch Rivals desk
Merge Twitch_Rivals_IV -> Main (desk updates)
Fixed chair collider width
Only do the checks while parented
Reinstate
84733, let's try this again
Simplified BaseCorpse ClientInit, things seems to be stable now.
Introduced IsVisibleAndCanSeeLegacy, an old version of IsVisibleAndCanSee with prior behaviour. Applied it to ItemModProjectileRadialDamage to fix explosive ammo damage to construction
Fixed storage barrel collision being more complex than necessary, not convex, and breaking Tugboats
Disabled ability to place Twitch Rivals desk on Tugboat (was causing PhysX errors + collision mesh is too insane to convert to primitives/convex)
Adjusted HAB parent trigger volume due to reports of players falling out
Fixed UNITY_EDITOR define going too low, causing RPCSyncJoints error in server build
Initial merge of ServerSideRagdolls -> Aux2. Includes content from Main.
Take a break from interpolation if we're not getting new data anyway (rigidbody sleeping)
Merge Main -> ServerSideRagdolls
Another materials commit.
Minor edits (make fields readonly)
Removed Update method from Ragdolls, use a call from Client.cs instead for reduced overhead
Ignore body orientation when making a ragdoll out of a sleeper. The sleeper model ignores body orientation, so we also need to ignore it to create the ragdoll at the right rotation!
New sleeptarget convar puts the player you're looking at to sleep (obviously admin only)
Fixed init order trouble with server-side ragdolls that spawn already parented
Merge main -> ServerSideRagdolls
Commit IconRender scene, since others are seeing different lighting. Disabled the twitch rivals desk object.
Early exit for client with server sim in SetInterpolationMode
Ported over the older interpolation fix for client-side ragdolls on tugboats, since we're still looking to support client-side ragdolls as an option for now
Merge TugboatLowFPSFix -> ServerSideRagdolls
Avoid the need for a new method
Merge main -> ServerSideRagdolls
Better fix for ragdoll parenting. No more offset position.
Fixed ragdolls not teleporting when corpses do, causing stretching as they try to follow the corpse
Oops, already had some code for PositionTickRate
Use FixedUpdate tick for the player corpse position sync. Seems to keep them in sync with vehicles they're on a bit more reliably
Don't interpolate ragdoll rigidbodies on the server side. This change actually improves the collisions, weirdly enough.
Set default ragdoll collision mode to Continuous Speculative - same rationale as for dropped items
Enabled ragdoll <-> vehicle collision
Fixed AddRenderer on SkeletonSkinLOD being called before Awake when using server-side ragdolls
Merge main -> ServerSideRagdolls
Merge main -> RagdollRewrite2
Fixed unparenting/jittering/general weirdness when placing deployables near walls and standing on them while tugboat is moving
Remove debug ray in TriggerParent
Fixed second player to join a blackjack game getting a white rectangle instead of the standard card back image on their first round
Yet another materials update commit
Remove log in IgnoreCollision trigger
Update my ColliderShrinkToFit editor to Unity 2021 style
Make sure rigidbody wakes up when boat engine starts