8,210 Commits over 1,583 Days - 0.22cph!
Merge ServerSideRagdolls -> main
Fixed lerp no longer working on SS ragdolls due to parent ent assignment order bug
Server-side ragdolls now collide with the AI layer (horses etc)
- Fixed body position and rotation not being set correctly when player dies while mounted.
- Only store bone names once.
- Assign missing param.
Combine all bone pos data into one parent ScraptableObject as it was getting out of hand with all the mounted poses. Refactoring etc.
Added bone position data for all 31 mounted poses, and updated the others.
Merge Main -> ServerSideRagdolls
- Disable ragdoll parenting in scrap heli, behaviour seems a little better overall this way. Also matches dropped item behaviour.
- Adjust scrap heli prevent movement colliders.
Remove desktop.ini files added in
90510 (Alistair pls)
Merge ServerSideRagdolls -> main
New PreventMovement colliders for submarines. These occupy a niche between the big chunky world colliders for physics and the very detailed colliders for bullets, helping with player, dropped item, and ragdoll physics interactions.
Enable Prevent Movement layer collision when server-side ragdolls are enabled
Merge main -> ServerSideRagdolls
Fixed RPCSyncJoints being editor only
Merge ServerSideRagdolls -> Main. On by default, but can be disabled with 'serversideragdolls false' if needed.
Revert to letting corpse getting destroyed if parent is destroyed, due to errors on the trigger when destroying parents. "Cannot set the parent of the GameObject '{corpse}' while activating or deactivating the parent GameObject '{parent}'."
Improve dropped item behaviour when parent is destroyed
Don't destroy ragdolls when parent is destroyed
Merge ServerSideRagdolls -> Aux2
Serversideragdolls convar now also adjust physics layer collisions, and is properly replicated + saved
More solver iterations for server-side to compensate for 16Hz. Greatly reduced jitter
Simplified ClientInit, less duplication
Finally fixed player neck bone issues properly for both client and server side ragdolls. Will try to clean this up a bit more.
Revert
90141, fix client-side ragdoll neck issues
Merge main -> ServerSideRagdolls
Make sure dropped items that are actually stuck in something never reawaken (fixes stuck arrows falling off)
Merge ServerSideRagdolls -> Aux2
Slight change to buoyancy shouldSleep rule
Make sure that boats which have been made kinematic by the buoyancy system wake up when their engine is started
Add a ray check like DroppedItem has
Use the same kind of kinematic disabling system on ragdolls as I recently implements for dropped items. Allows parented ragdolls on moving objects to sleep.
Merge main -> ServerSideRagdolls
- Commit missing constant for the previous commit.
- Apply parent velocity to dropped items when they return from being kinematic. Sadly we can't really simulate physics in local space, but this seems to be a good enough workaround to stop them flying off
Include Harvestable layer in the stability notification to have it still notify kinematic dropped items (they may want to wake up)
Call OnPhysicsNeighbourChanged immediately if the parent is moving fast. Fixes a time delay on the queue causing the event in an old location, sometimes missing objects out
Moved some vars, increased SLEEP_CHECK_FREQUENCY to 20 seconds
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