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1,605 Commits over 760 Days - 0.09cph!

1 Year Ago
code review changes - client state initialized from networked parent entityref - removed some redundant client flag setting - eye positions levels out after ragdolling ends
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
added tests assembly for OBB and a tool that executes the tests and parses the results to generate a scene containing all failed cases - bumped test-framework version 1.1.33->1.4.4
2 Years Ago
include steer and pitch inputs to animation, changed client update to have packed vector of inputs
2 Years Ago
only inherit mount velocity on ragdoll
2 Years Ago
re-enabling animation speeds for DPV
2 Years Ago
merge from main
2 Years Ago
adjusted serverside player colliders while ragdolling
2 Years Ago
added sit_dpv mountpose
2 Years Ago
added some more convar helper functions for ragdoll testing
2 Years Ago
cleaned up some ragdoll-specific code in the player we get for free with it being a mountable
2 Years Ago
merge from main
2 Years Ago
merge from ragdoll_as_mountable
2 Years Ago
reworked ragdolling as a mountable
2 Years Ago
moved ragdoll convar to server
2 Years Ago
initial setup of serverside ragdolling with moderate bike collision damage
2 Years Ago
Fixing compile errors, update manifest, fix protobuf definitions, and updating FuelSystem usage to new IFuelSystem interface
2 Years Ago
merge from BurstClothFixes
2 Years Ago
Fixed burst cloth controller LODing not being marked as dynamic in some prefabs
2 Years Ago
fixed CNY_Spear and SkinningKnife BurstCloth setups - proper gravity values - reduced damping to reasonable values
2 Years Ago
merge from BurstClothTestBed
2 Years Ago
undoing some unintentional changes from merges
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
missing change on spring
2 Years Ago
added default materials for chain/spring/cloth
2 Years Ago
merge from main
2 Years Ago
got rid of noisy rotation constraint gizmo
2 Years Ago
adjust origin of clothsim on diver ak VM
2 Years Ago
rotation constraints not a readonly struct now, unity can't serialize them but still gives you the default value back
2 Years Ago
mrege from main
2 Years Ago
only applying constraints solve at the end of an iteration, avoids constraints feeding into eachother mid-iteration
2 Years Ago
configured ghostsheet with default length constraints
2 Years Ago
added default length constraint to be used by all bones without their own (before this allowed for full compression, which almost always gives bad results)
2 Years Ago
updated test cloth mat
2 Years Ago
cape cloth prefab setup
2 Years Ago
merge from main
2 Years Ago
updated test scene
2 Years Ago
resetting bone transforms on cloth when it's re-enabled to avoid spike in velocity with LODing
2 Years Ago
pickaxe chain controller LODing
2 Years Ago
min/max length constraints respected properly and slightly reduced precision in collision detection
2 Years Ago
corrected LODing on cloth controllers for ghostsheet
2 Years Ago
Re-mapped weight curves to relaxation values - also reorganised cloth material SO to make it a bit more readable
2 Years Ago
some chain material setups
2 Years Ago
fixed wrong rotation constraint axis being used for one of the limits
2 Years Ago
basic gizmos on constraints
2 Years Ago
fixed length modifier and gravity on capes
2 Years Ago
cape cloth material
2 Years Ago
ghostsheet setup, split bone controllers for better collision control