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8,731 Commits over 1,705 Days - 0.21cph!

1 Year Ago
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1 Year Ago
Layer collision enabled for Ragdoll vs. Prevent Movement
1 Year Ago
Cherry-pick ragdoll maxDepenetrationVelocity edit
1 Year Ago
Increased maxDepenetrationVelocity to 2.0
1 Year Ago
I couldn't get ragdolls working in scrap heli without parenting. Thankfully scrap heli seems to handle item and ragdoll parenting much better than cars or HAB do, so enabling ragdoll layer parenting on scrap heli here.
1 Year Ago
Merge RagdollImprovements -> Main (this is a branch-level cherrypick, not a full merge, so no PhysicsLayerRevamp content comes with it). Might as well start testing these early.
1 Year Ago
Merge RagdollImprovements -> PhysicsLayerRevamp
1 Year Ago
Refresh vehicle glass mat
1 Year Ago
Added TransparentWithDetail shader to the always included shader list (Unity 2019 version)
1 Year Ago
Added TransparentWithDetail shader to the always included shader list (attempt to fix black/magenta vehicle glass in builds).
1 Year Ago
Reduced ragdoll maxDepenetrationVelocity from infinity to 0.1. Forces limbs that are overlapping to exit the overlap slowly and smoothly. I'm no longer able to reproduce ragdoll jitter in any situation.
1 Year Ago
Remove unusued position setting code, since if we ever need to do this on a ragdoll, we should be using rigidbody.MovePosition instead
1 Year Ago
Increased ragdoll rigidbody solverIterations from 6 to 10, and solverVelocityIterations from 1 to 10. Only applies to ragdolls (client-side). Massively reduces problems with jittering limbs.
1 Year Ago
Enable projection on all ragdoll joints. Brings violated constraints back into alignment even when the solver fails. Should reduce instances of extreme stretching.
1 Year Ago
Client-side ragdoll ignores server-side corpse collider on listen server. Improves ragdoll jitter with editor in C+S mode.
1 Year Ago
Merge Main -> PhysicsLayerRevamp
1 Year Ago
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1 Year Ago
Revert kayak and rowboat prefabs for now while I work out what corrupted them in the vehicle_clip_vehicle merge
1 Year Ago
Fixed up shovel bass note assignments (finished the work started in MIDI_fix). Handle null NoteSounds.
1 Year Ago
Merge vehicle_clip_vehicle -> Main
1 Year Ago
Mere MIDI_fix -> Main
1 Year Ago
Fixed autoturret colliders being on Default layer instead of Deployed
1 Year Ago
Fixed missing ceiling in water treatment plant pigeon nest collider
1 Year Ago
Manifest update
1 Year Ago
Remove ragdoll layer from submarine parenting
1 Year Ago
Merge Main -> PhysicsLayerRevamp
1 Year Ago
Fixed xylobones C4-B4 pitch shift being 0.9 instead of 0.5
1 Year Ago
Fixed bass guitar incorrect wav file naming on B2, C3, and C#3. Assignments still need updating.
1 Year Ago
Test physics cube updates
1 Year Ago
Enable Ragdoll layer parenting on trains
1 Year Ago
Added a few basic network-synced physics entity cubes for my testing
1 Year Ago
Merge Main -> PhysicsLayerRevamp
1 Year Ago
Merge ItemDropCollision -> PhysicsLayerRevamp
1 Year Ago
Remove Debris layer from TrainTriggerParent. Other vehicles already have it off. Dropped items behave better when not parented (and are still kept somewhat in place by friction).
1 Year Ago
Server compile fix
1 Year Ago
Added ColliderInfo scripts to the colliders on all WorldModels that didn't have one. Set it to automatically happen in DoPrepare. Settings: Usable + Opaque. Removed the slow code in This replicates the previous behaviour of being on the Debris layer (while still letting them collide with vehicles now).
1 Year Ago
Server projectiles like rockets now respect ColliderInfo (previously ignored it)
1 Year Ago
Add ColliderInfo component to the collider on dropped items so that bullets and melee still passes through. This is rather slow (~0.5ms per item to add it) so I'll change this later to have the ColliderInfo already on the items. Just testing for now.
1 Year Ago
Moved item drops to the Ragdoll layer (will add handling to have them act the same as they did on the Debris layer, i.e. bullets etc passing through)
1 Year Ago
Unused layer rename
1 Year Ago
Two items missed from previous commit
1 Year Ago
Full manifest rebuild
1 Year Ago
Comments only
1 Year Ago
Split Debris layer into StaticDebris and PhysicsDebris. Will allow us to have physics-based entities like dropped items collide with other physics objects like vehicles, while still letting vehicles drive through small bushes and so on that are on the debris layer for the purpose of being able to be passed through.
1 Year Ago
Add Harvestable layer to the sky dome world light
1 Year Ago
Let the camera actually see my Harvestable layer
1 Year Ago
Move all the SocketMod_PlantChecks to the Harvestable layer
1 Year Ago
Merge Main -> PhysicsLayerRevamp
1 Year Ago
Merge Main -> misc_jan_23
1 Year Ago
Merge misc_jan_23 -> Main