userGriglercancel

1,441 Commits over 638 Days - 0.09cph!

1 Year Ago
initial grid setup - common job-friendly QueryGrid structure that also replaces the checks made in WaterVisibilityGrid, they would still need to be followed up by physics queries though - needs cleanup
1 Year Ago
merge from train_prevent_building
1 Year Ago
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1 Year Ago
LOS tests, split into two tests - first generates random test cases from a basic setup - second loads the saved set of failing cases (created by running first test with a convar on)
1 Year Ago
fixed wrong check stopping consoletoggle params from working
1 Year Ago
added a "what uses this in this prefab?" that's only accessible from a prefab view but is way faster than unity's "Find References in Scene" - prints the whole GameObject.Component.PropertyPath name to make it easier to find in the component as well
1 Year Ago
merge from bike_ragdoll_fixes
1 Year Ago
ensure ragdoll velocity timeout is always initialized in cases where ragdolls spawn with near-zero velocity
1 Year Ago
gave rc drones a grenade inventory and the ability to drop grenades out of it
1 Year Ago
made it juiicier - better controls, hip movement with bouncing, threw some mats on, added some suspension sounds with the bouncing
1 Year Ago
initial pogostick setup, hold shift to pogo and pid-controlled leaning to change the direction manifest gen
1 Year Ago
setup constractble entity for handcar, letting you deploy it onto rail and then construct it in-place like siege weapons
1 Year Ago
made handcar deployable, with a new socketmed_rail that requires it to be within a defined radius of a rail and aligns it to the spline
1 Year Ago
fixed mount preview players not drawing legs in most cases - re-assigend renderers to LODGroup in skin_legs.male.prefab, shouldn't affect anything else because we manage it separately from that anyway - also added toggle for mount position/eyeposition handles on vehicles
1 Year Ago
better control of max speed of handcar (previously could reach the general max train speed), pumping speed is driven from both player input and track speed, better ik placement
1 Year Ago
turned wind off on HandcarFunc mat
1 Year Ago
wheels actually spin - includes quick tool to create a parent for sibling transforms positioned at the centre of their render bounds
1 Year Ago
setup pumping on the handcar - consumes metabolism over time, similair to bicycle - also switch seats to use the horse pose because it's funnier
1 Year Ago
basic pumping and setting correct ikset for each mount point
1 Year Ago
handcar seat setup with some hand ik targets manifest
1 Year Ago
small vehicle editor fix to not spam assert errors when no mount points are set
1 Year Ago
setup basic handcar prefab, able to move on track by just setting a force override convar at the moment manifest gen + codegen
1 Year Ago
moved handcar under trains folder
1 Year Ago
reverting scene changes from merge that look unintentional
1 Year Ago
merge from handcar
1 Year Ago
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1 Year Ago
added mountanybox command to mount first non-mounted bot in targeted vehicle (or create a bot for it if non exist)
1 Year Ago
corrected AABB distance check (only used in HitBoxSystem and difference not significant for current projectile sizes)
1 Year Ago
properly force resetting player entity rotation and view angles for remote players when dismounting
1 Year Ago
fixed horse ragdolling twice due to damage events not having been cleared from before ragdolling
1 Year Ago
let consoletoggle command take a parameter to force the panel you want to open (values 1-6 for the different panels) eg: 'consoletoggle 1' will always open the console panel
1 Year Ago
merge from catapult_ragdoll_fix
1 Year Ago
disabling collision between ragdoll and its initiator
1 Year Ago
fixed catapult admin reload with player ammo
1 Year Ago
merge from ragdoll_dismount_improvements
1 Year Ago
improved dismount position setup of player temp ragdoll and ensure that ragdoll colliders don't get caught in the dismount checks
1 Year Ago
merge from ragdoll_fixes
1 Year Ago
setup buoyancy on player temp-ragdoll (requires scaling due to increased gravity, higher water drag to not let you skim the player like a stone) - fixed ragdoll setup to mark the prefab as dirty
1 Year Ago
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1 Year Ago
merge from catapult_ragdoll_visibility_fix
1 Year Ago
forcing culling visibility of player with ragdolling
1 Year Ago
merge from horse_double_ragdoll_fix
1 Year Ago
resetting airtime and grounded state when horse exits ragdoll
1 Year Ago
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1 Year Ago
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1 Year Ago
handling horse animation visibility properly when occlusion culling is disabled (stops footsteps being heard while ragdolling)
1 Year Ago
added ddraw.clear command
1 Year Ago
compile fix
1 Year Ago
improved animal ragdoll position syncing, not jerky anymore
1 Year Ago
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