userBill Bcancel
branchrust_reboot/main/NewWoundingcancel

103 Commits over 0 Days - ∞cph!

27 Days Ago
Made the wounded UI text a bit clearer, also converted it to RustText
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27 Days Ago
Merge Main->NewWounding
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27 Days Ago
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27 Days Ago
Code review: Disable saving on WoundedFreeCamera and WoundedNeverEnds editor vars to avoid confusion
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27 Days Ago
Revert the pointless change but now, if we're very lucky, crawling will be fixed
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27 Days Ago
Make a pointless change to player_movement.prefab, see if the build server will fix the crawl hovering bug
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27 Days Ago
If players recover from being wounded, they can't get wounded again within one minute; if they get wounded again they go straight to being dead. That's intentional, but the one minute timeout was being applied even after death and respawn. This is now fixed.
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27 Days Ago
Remove "client says open door" debug log!
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28 Days Ago
Prevent all view direction change while incapacitated
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28 Days Ago
Calling inure or injure_player console command when in crawling state now progresses to incapacitated state
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28 Days Ago
Adjust first-person crawling eye position
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28 Days Ago
Reduce crawling player model collider depth from 0.75 to 0.2 to stop them being able to push other players
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28 Days Ago
Merge Main->NewWounding
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28 Days Ago
Add rifle ammo to my loadout
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28 Days Ago
Removed the diesAtZeroHealth bool that I added some time ago for vehicle modules. Use a system similat to BasePlayer instead, just overriding the Die() method to not die. Everything that was currently using diesAtZeroHealth = false: - BaseVehicleModule now uses a blank Die() method instead. - computerstation.static, ReclaimBackpack, ReclaimTerminal, StaticRespawnZoneBandit, StaticRespawnZoneCompound, microphonestandio, and elevatorioentity were immortal so wouldn't take damage already. - StorageMonitor.deployed has been changed from DeployableGeneric protection to Immortal.
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28 Days Ago
Now that wounding is single-stage again, Die() no longer needs the canBecomeWounded bool. Remove it.
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28 Days Ago
Merge Main->NewWounding
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31 Days Ago
Wounded system changes: - The player is only incapacitated when looted, falling, or in deep water - Crawling: The player goes straight to dead state and ragdoll when 0 HP, no more going into incapacitated.
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31 Days Ago
Merge Main->NewWounding
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31 Days Ago
Merge Main->NewWounding
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31 Days Ago
Fixed crawling player not adjusting direction well in third person due to the slow speed giving it a zero corrective weight in the PlayerModel rotation update
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31 Days Ago
Merge Main->NewWounding
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31 Days Ago
Fix forced duck regression
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31 Days Ago
Revert the capsule axis change support from BasePlayer and from PlayerWalkMovement. Too much added complexity and unknowns, let's see it we can do this more simply.
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32 Days Ago
PlayerWalkMovement used capsule.radius in a few places, assuming the capsule would always be vertical. Added support for horizontal capsules.
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32 Days Ago
Fix player collider mismatch
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32 Days Ago
Some code cleanup for duck/run/crawl methods in PlayerWalkMovement
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32 Days Ago
Set PlayerWalkMovement capsule rotation via transform instead of rigidbody, fixes jitter
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32 Days Ago
New, axis-rotated capsule for PlayerWalkMovement when crawling. Rotating the axis was the only way to have the player be able to crawl under half-walls without also being able to see through walls at their head position. PlayerWalkMovement now also sets its rotation based on the player model's rotation, instead of staying at Quaternion.identity (since the capsule was always the same all the way around, it never needed to actually rotate before).
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32 Days Ago
Updated PlayerModel collider for crawling.
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32 Days Ago
Increased the player's visibility culling radius for crawling
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32 Days Ago
Added injureplayer and recoverplayer console commands, similar to kill vs. killplayer
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32 Days Ago
Sleeper collider minor edit
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32 Days Ago
Set up an more accurate collider for sleepers using the new axis option
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32 Days Ago
Allow player collider to be on a different axis. Set up the collider shape and size for crawling.
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33 Days Ago
Merge Main->NewWounding
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33 Days Ago
Go directly to incapacitated if player dies from fall damage
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33 Days Ago
Added support for animation going directly from standing to incapacitated (requested for fall damage)
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34 Days Ago
Increase crawl speed by 20% (including animation speed)
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34 Days Ago
Merge Main->NewWounding
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34 Days Ago
Fixed crawling weirdness when in water. Go to incapacitated state if crawling in deep water.
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34 Days Ago
Remove outdated comment
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34 Days Ago
Prevent jumpnig while crawling
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34 Days Ago
Server-side check for interaction while crawling. Needs cleanup so code doesn't need to be duplicated
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34 Days Ago
Allow crawling players to use doors, gates, and hatches
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34 Days Ago
If there are UI actions on the thing being looked at, but none of them are currently available to be shown, don't return any of them. Previously if no options were available, the first option would be returned.
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34 Days Ago
Replace wounded start anim so it shows crawl->incapacitated instead of stand->incapacitated
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35 Days Ago
Added new UsableWhileWounded menu attribute and added it to the code generator
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35 Days Ago
Don't show interaction if interaction is not possible
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35 Days Ago
Prevent interaction while crawling (will add special cases later)
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