userGriglercancel

688 Commits over 273 Days - 0.11cph!

56 Days Ago
don't let ragdoll test convar try and ragdoll a client entity
56 Days Ago
stop trying to kill ragdoll twice
56 Days Ago
don't show health info on temp horse ragdoll
56 Days Ago
made it easier for the player temp ragdolls to stop
57 Days Ago
wallpaper gallery metas
57 Days Ago
client doesn't assume player ragdoll is always lethal
57 Days Ago
don't let player mount a ragdolled horse
57 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)
58 Days Ago
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58 Days Ago
defer gravity death to avoid immediate component destruction in physics callback - also fixed drag issue causing inconsistent fall damage in some cases
59 Days Ago
ragdolls handle fall damage and now properly match the player gravity (catapults use default values still)
59 Days Ago
merge from garage_door_wire_fix
59 Days Ago
speculative fix for wires going towards origin when placed on garage door after open/close cycle
59 Days Ago
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59 Days Ago
cleaned up catapult ragdolling and improved ragdoll mid-air flailing
2 Months Ago
dropped explosion force multiplier on catapult by a factor of 10
2 Months 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
2 Months 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)
2 Months Ago
using tow anchor transforms for angle testing, not body transform
2 Months Ago
limiting angle towing can be started at with toast popup to straighten up if a player's trying it at a wide-angle
2 Months Ago
ensuring towed siege weapons aren't forced to sleep while being towed
2 Months Ago
fixing tow joint constraints being incorrect when towing begins non-aligned
2 Months Ago
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2 Months Ago
tweaked skidding values
2 Months Ago
using pooled lists for disabling client/server collider interaction in-editor
2 Months Ago
adjusted horse physics mat
2 Months Ago
horse skidding behaviour fixes and improvements
2 Months Ago
fixed horse reverse jittering/bouncing
2 Months 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
2 Months Ago
initial chunking from shared sdf set
3 Months Ago
updated xmas advanced lights bulbPrefab to point to renamed testbulb prefab (wasn't updated with a guid change from renaming)
3 Months 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
3 Months 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
3 Months Ago
compile fix for leftover editor only HotReload util in LookAtIOEnt
3 Months Ago
in-editor carving test setup improvements
3 Months Ago
vertex sharing at generation time
3 Months Ago
merge from garage_door_collider_optim
3 Months Ago
compile fix
3 Months Ago
added ClientIOLineParentClampedBounds to manage IO points on garage doors - actual collider parent movement doesn't match the visuals, so we define a local bounds (re-mapped to OBB on awake) that the points are clamped to be within
3 Months Ago
sanity editor script to find doors using ClosedColliderRoots (only the garage doors are)
3 Months Ago
separated closed collider flags on garage door into mutually exclusive closed and busy collider sets - should significantly reduce the number of active colliders in a sealed base
3 Months Ago
dirty SDF sculpting proof of concept, in-editor test setup only
3 Months Ago
super basic in-editor marching cube setup to make experimenting a bit easier
3 Months Ago
test meshes
3 Months Ago
testing setup for fitting marching cubes to mesh
3 Months Ago
bumped render queue on hit guide up to avoid issues with disappearing inside sculpture at times
3 Months Ago
handling item condition properly on ice sculpture deployables
3 Months Ago
made smoothing less aggressive (still destructive, just less so)
3 Months Ago
fixed sculpting operations being too aggressive near border edges (resulting in additive not adding)
3 Months Ago
drag support across plane defined by first click for all 3 modes - also actually hooked up the clear button to reset the block