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866 Commits over 457 Days - 0.08cph!

10 Months Ago
kitbashed ice sculpture stub prefab setup - only diverting damage of allowed type at the moment
10 Months Ago
merge from halloween24
10 Months Ago
BC: fixing cloth flinging away with large rotation changes - changed rotation origin to use player model transform's rotation, rather than its rotation field, as it depicts body root rotation better - made collision distance thresholds tunable and brought it down on the dracula cape due to its bone density - brought the floor up on the dracula cape damping curve slightly
10 Months Ago
merge from halloween24
10 Months Ago
wearables do proper bone retargetting in the skin viewer - fixes issues with dracula cape bones not retargetting and extending the render bounds by an insane amount (appearing invisible)
10 Months Ago
merge from halloween24
10 Months Ago
reduce root motion strength on dracula cape BC assets (visually feels about the same, but less likely to explode on vehicles)
10 Months Ago
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10 Months Ago
client compile fix
10 Months Ago
merge from Halloween24
10 Months Ago
BC: separated origin adjustments between crawling and incapacitated wounded states - stop cloth getting caught around the head when incapacitated, while trying to minimize clipping (local gravity towards feet rather than orientating to world gravity)
10 Months Ago
merge from main/Halloween24
10 Months Ago
BC: handling null player properly in teleport check (player preview)
10 Months Ago
BC: bone transforms and bone states reset with player teleports (including mount/dismounting) and also reset with extreme single-frame angle changes - stops cloth freaking out when you switch seats that are facing opposite directions (pedaltrike is the main offender) - exposed LastTeleportTime in BaseMovement for this
11 Months Ago
merge from main/Halloween24
11 Months Ago
quick lerp on burstcloth length modifier, reduces jerky behaviour when changing between different modifiers
11 Months Ago
reduced length scaling on dracula cape when ducked and mounted to 0.9
11 Months Ago
adjusted MaxOriginDelta values on cape burstcloth to match similar assets
11 Months Ago
replaced fully rigid linear constraint with a stiff spring and a small linear limit for it to play in - absorbs force spikes better, especially when a kinematic body is attached
11 Months Ago
horse walking, trotting, sprinting, and turning speeds modified by towing - currently flat modifier of 60 percent across the board
11 Months Ago
missing TowingJointBreakDebug file
11 Months Ago
merge from halloween24 - some cloth fixes and dracula cape worldmodel collider fix
11 Months Ago
siege weapons override vehicle handbrakes when being towed - fixed towed entities not getting their tow attach/detach callbacks
11 Months Ago
fixed negative scale on dracula cape worldmodel collider
11 Months Ago
server-only compile fix
11 Months Ago
client-only compile fixes
11 Months Ago
more towing strength adjustment
11 Months Ago
applying horse motion through rigidbody to give more information for joint resolution, also adjusted towing anchor down
11 Months Ago
halved twoing joint break strength
11 Months Ago
fixed native memory leak in OceanSimulation (only a problem if you're restarting a server in-editor a lot)
11 Months Ago
server compile fix
11 Months Ago
merge from ghost_sheet_fixes
11 Months Ago
set bike and horse mountables to animate cloth in worldspace
11 Months Ago
added head/clavicle/neck to ignored bones on ghostsheet to help collision behaviour at some lookangles
11 Months Ago
reduced wind shader values on GhostSheet material
11 Months Ago
merge from Halloween24/ghost_sheet_fixes - fixed sheet exploding when mounting - other small config changes to help collision and mounting movement
11 Months Ago
adjusted some bc config values for max origin delta and collision cast directions
11 Months Ago
setting length multiplier on ghost sheet BC controllers 1 across all states (stops exploding when mounting)
11 Months Ago
removed WaterVisibilityTrigger from xmas dungeon cell prefabs
11 Months Ago
merge from Halloween24
11 Months Ago
removing WaterVisibilityTrigger from all halloween procedural dungeon cell prefabs and set it to not spawn a christmas dungeon
11 Months Ago
merge from main
11 Months Ago
added TowConfig prefabattribute that's retrieved and combined between two objects when towing begins - combines to the most restricted settings of both configs (a towing object may allow free rotation on an axis that the towed object may need to restrict)
11 Months Ago
cars ticking tow attachment properly and handling detaching
11 Months Ago
adjusting layering and position of towing anchors and triggers
11 Months Ago
removed dependency on BaseEntity from AttachTo
11 Months Ago
more towing - inverted control of towing attachment - simplified AttachTo func, we can get the anchor points internally with information from the interface
11 Months Ago
corrected body used by horse for towing and some hitch->tow renaming
11 Months Ago
separation of towing (renamed from hitching) into its own class, exposing an interface for things that want to tow or be towed (shared interface, the joint goes both ways)
11 Months Ago
merge from flow_vector_field