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553 Commits over 214 Days - 0.11cph!

Today
detatch tow when horse swims
Today
renamed unclear player ragdoll param force->velocityOverride
Today
fixed BillBTestMap - got rid of old mockup towables - painted ocean topology on bring the water back
Today
merge primitive->aux2
Today
fixed horse ragdoll not updating horse pos/rot in builds
Today
reset saddle eye easing values when mount state changes
Today
added printbinds command to print all your binds to the console
Yesterday
sliding ragdoll triggered through velocity rather than just a timeout (still has a small time threshold to avoid getting flung off with a spike) - also allowed slide state to be exited if you're at near-zero velocity, stops horse getting stuck on steep cliff edges in some cases and not being about to mount them or move them without getting ragdolled
Yesterday
added threshold to horse ground alignment to make it less noisy when stopped on uneven terrain
Yesterday
added two convars to disable temp ragdolling of players and horses separately, both enabled by default - allowplayertempragdoll - allowhorsetempragdoll
Yesterday
moved towing joint break limits to a convar for experimentation
4 Days Ago
properly disable horse animator while ragdolling, better perf but also stops audio triggers from animator
4 Days Ago
reset horse spine local pos after ragdolling so it doesn't occassionaly turn into an accordion
4 Days Ago
horse ragdoll tweaks
5 Days Ago
further ragdoll tweaks - larger colliders - more aggressive ragdolling end thresholds - don't apply as much velocity when starting ragdoll from the initial pose
5 Days Ago
don't let ragdoll test convar try and ragdoll a client entity
5 Days Ago
stop trying to kill ragdoll twice
5 Days Ago
don't show health info on temp horse ragdoll
5 Days Ago
made it easier for the player temp ragdolls to stop
6 Days Ago
wallpaper gallery metas
6 Days Ago
client doesn't assume player ragdoll is always lethal
6 Days Ago
don't let player mount a ragdolled horse
6 Days Ago
enabled horse temp ragdolling - horse ragdolls with damage/sliding/airtime and will get back up (assuming it doesn't then die while ragdolling)
7 Days Ago
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7 Days Ago
defer gravity death to avoid immediate component destruction in physics callback - also fixed drag issue causing inconsistent fall damage in some cases
7 Days Ago
ragdolls handle fall damage and now properly match the player gravity (catapults use default values still)
7 Days Ago
merge from garage_door_wire_fix
7 Days Ago
speculative fix for wires going towards origin when placed on garage door after open/close cycle
8 Days Ago
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8 Days Ago
cleaned up catapult ragdolling and improved ragdoll mid-air flailing
18 Days Ago
dropped explosion force multiplier on catapult by a factor of 10
18 Days Ago
towing looks for non-interactive layered collider setup on towable vehicles, no longer get useless towing prompts when you back up to the wrong side of siege weapons
19 Days Ago
allowed better validating from the towed vehicle whether it is in a state to be towed - exposed through virtual in BaseSiegeWeapon at the moment, only the siege tower has cases where it doesn't want to be towed (when it's toppled)
19 Days Ago
using tow anchor transforms for angle testing, not body transform
19 Days Ago
limiting angle towing can be started at with toast popup to straighten up if a player's trying it at a wide-angle
19 Days Ago
ensuring towed siege weapons aren't forced to sleep while being towed
19 Days Ago
fixing tow joint constraints being incorrect when towing begins non-aligned
20 Days Ago
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20 Days Ago
tweaked skidding values
20 Days Ago
using pooled lists for disabling client/server collider interaction in-editor
20 Days Ago
adjusted horse physics mat
20 Days Ago
horse skidding behaviour fixes and improvements
21 Days Ago
fixed horse reverse jittering/bouncing
22 Days Ago
reset ragdolling player flags properlly if they unmount at any point (usually early dismount from dying) - stops player model getting stuck in cursed states
23 Days Ago
initial chunking from shared sdf set
41 Days Ago
updated xmas advanced lights bulbPrefab to point to renamed testbulb prefab (wasn't updated with a guid change from renaming)
42 Days Ago
change approach to be parallel friendly, triangles are found in parallel and then vertices are found in serial (cached by triangle edge to re-use between triangles that share an edge) - flat array layout of the SDF array is terrible for caching in this setup, but still see a benefit from this approach
43 Days Ago
ignoring null GameObjectRef fields for prefab validation, as they can only be runtime use - null fields weren't being handled, but a non-serialized GameObjectRef was added in 106912 and tripping up manifest generation
43 Days Ago
compile fix for leftover editor only HotReload util in LookAtIOEnt
43 Days Ago
in-editor carving test setup improvements