13,234 Commits over 2,830 Days - 0.19cph!
Set player eye bodyRotation on the server to match their transform rotation on spawn. Fixes spawned players not having their rotation set on the server, causing their corpse ragdolls to not match their angle.
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Let blackjack dealer hit on a soft 17
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Missed RPC calls file changes
Update rowboat collider names to be clearer
Added a toast when player is dismounted from rowboat by seat clipping, which names the collider they clipped into and the entity it's on (if any). We can remove all this again once the bug is resolved.
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Include Vehicle Large in DroppedItemCheck
Merge MinicopterFreezeFix -> Main
Vehilce module settings edit
Merge MinicopterFreezeFix -> Main
Enabled it for modular cars and WorkCarts as well. Probably good to have on for anything with an enclosed cockpit
- Added an option to all vehicles to have ragdolls from mounted players fall through the vehicle on death (not collide), even with server-side ragdolls on. Does not affect ragdolls that weren't mounted that collide with the vehicle.
- Enabled it for the three helicopters.
Merge CorpseParentingFix -> Main
Handle triggers being null
Merge CorpseParentingFix -> Main
Improved unsafe ragdoll parenting method. Fixes glitchy corpses when players are killed in the back of a scrap heli.
Reduced the amount of buoyancy systems needed on ss ragdolls from 11 to 9
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.
Merge main -> NewRagdollImprovements
Fixed too many buoyancy points assigned on player_corpse_new buoyancy script. This could do with a more thorough improvement but this will do for now as a safe fix for Main post-lockdown.
Remove buoyancy stuff from the ss ragdoll on the client side
Improved ss ragdoll buoyancy
Fix init order issues with buoyancy script by saving the point data array early in PreProcess, and lazy-initialising the remaining arrays. Updated the prefabs of all existing buoyancy users to have the new data saved
Merge main -> NewRagdollImprovements
When running in listen server mode, skip client-side corpses in the corpseinfo command
Remove all unused GameObjects from the server side of server-side ragdolls. They only need the bones that actually have colliders on, and can ignore+remove all the other bones.
Just more materials to commit
Fix reversed conditional!
Merge ImproveButtFloating -> main
Don't sleep ragdolls if they need the buoyancy sim
Merge main -> ImproveButtFloating
Ragdoll preprocess to match new pose
Adjusted initial arm rotation for server-side ragdolls. Makes them less prone to t-pose
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Added profiling for PlayerCorpse SleepCheck
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Only do ragdoll kinematic sleep if parented or in water
Merge main -> RagdollImprovedInactive
Minor code cleanup, improve clarity on layer use
Merge RagdollFloatFix -> main
Fix floating server-side ragdolls when construction destroyed
Merge SSRagdollDeathVal -> main