userGriglercancel

933 Commits over 457 Days - 0.09cph!

8 Months Ago
reset saddle eye easing values when mount state changes
8 Months Ago
added printbinds command to print all your binds to the console
8 Months Ago
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
8 Months Ago
added threshold to horse ground alignment to make it less noisy when stopped on uneven terrain
8 Months Ago
added two convars to disable temp ragdolling of players and horses separately, both enabled by default - allowplayertempragdoll - allowhorsetempragdoll
8 Months Ago
moved towing joint break limits to a convar for experimentation
8 Months Ago
properly disable horse animator while ragdolling, better perf but also stops audio triggers from animator
8 Months Ago
reset horse spine local pos after ragdolling so it doesn't occassionaly turn into an accordion
8 Months Ago
horse ragdoll tweaks
8 Months Ago
further ragdoll tweaks - larger colliders - more aggressive ragdolling end thresholds - don't apply as much velocity when starting ragdoll from the initial pose
8 Months Ago
don't let ragdoll test convar try and ragdoll a client entity
8 Months Ago
stop trying to kill ragdoll twice
8 Months Ago
don't show health info on temp horse ragdoll
8 Months Ago
made it easier for the player temp ragdolls to stop
8 Months Ago
wallpaper gallery metas
8 Months Ago
client doesn't assume player ragdoll is always lethal
8 Months Ago
don't let player mount a ragdolled horse
8 Months Ago
enabled horse temp ragdolling - horse ragdolls with damage/sliding/airtime and will get back up (assuming it doesn't then die while ragdolling)
8 Months Ago
▄▄▋▍▆▌▆ ▇▆▍▉▊▊▋▊▊ ▍▉▋▇▍▍▄▅▍ ▅▅▌█ ▊▆▉ ▍▆▅▍▇▌▌▌▅ ▇▍▉▇▄▊█▊ ▇▉ ▋▊▆▇▄▍ ▉▄▅▊█▍▊▊ ▍▊█▉▋▆ ▅▊▍'▆ ▉▄█▌ ▌█ ▋▆▄▄ ▉▌▊▌▄▍ ▌▋▋▅▊█▆
8 Months Ago
defer gravity death to avoid immediate component destruction in physics callback - also fixed drag issue causing inconsistent fall damage in some cases
8 Months Ago
ragdolls handle fall damage and now properly match the player gravity (catapults use default values still)
8 Months Ago
merge from garage_door_wire_fix
8 Months Ago
speculative fix for wires going towards origin when placed on garage door after open/close cycle
8 Months Ago
▍▊▊▇▇▄ ▉▋▆▄▋▊█ ▋▉▄▆▆▌▅▆▄▋ ▊▋ ▆ █▉▆▌▇▇▊ ▇▊▋▌ ▄▇▇▄▄▅▇▌▋▌▆ █▊▅ ▌▊█ ▋▌▌▄▊▄, ▊▍██▊█▍▄▄▋ ▅▆▍█▄ ▅▌█▌ ▍▇▅▅▉▋▉ ▋▆▊▌▍ ▌█ ▆▋▅▊▋▊▇▌▋▆▋▉▍ ▌▅▇-▊▍█ - ▅▊▋▉▌ ▌▋▅▋▋█▆▌▆ ▋▊▊▍▉▅▋█▅▉ ▍█▄'▌ ▊▉ ▌▄▌█▊▋, ▉▅▆ ▋▍▉▊▄▇ ▍▌▇▅▆██▄ ▌▋▋▉▅▊█ ▌▍█ ▅▍███▉▍ ▅█▊▌▅ ▆▌▅▆ ▍▉▋▊█▄▇▍▄▋ ▍▆▇ ▉▋▌▄ ▄█▄ ▍█▇▋▅▄▍▋ ▅▊█▌▇▍▊ ▍▅▆▄▅▊
8 Months Ago
cleaned up catapult ragdolling and improved ragdoll mid-air flailing
8 Months Ago
dropped explosion force multiplier on catapult by a factor of 10
8 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
8 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)
8 Months Ago
using tow anchor transforms for angle testing, not body transform
8 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
8 Months Ago
ensuring towed siege weapons aren't forced to sleep while being towed
8 Months Ago
fixing tow joint constraints being incorrect when towing begins non-aligned
8 Months Ago
▌▄▉'▄ ▄▅▍▍ ▇▊▅▍▄▊▅ ▉█▍ ▌▉▌▅▄ ▌▍▆▌▌▆ ▉█▋▋▅▄ ▊▅▌ ▉▇▅▌ ▅▌▅▋█▍▅▆ ▉▉▉▇ █▊▄▋▄, ▋▇▅▋▌ ▆▇▆▍▉█▇▊ ▇▉▇▄▍▅▊ ▆▌▍▊ ▍▍▌ ▅█▋▇▉ █▋▌▍▄▅ ▇▉▋ ▉▉▇▊'▍▌ ▆▄▍█▊ ▌▄▋▍██▋ ▍█▅ ▌▅▅▍▍▍▉▉ ▇▌▊▉▌▋▆▉
8 Months Ago
tweaked skidding values
8 Months Ago
using pooled lists for disabling client/server collider interaction in-editor
8 Months Ago
adjusted horse physics mat
8 Months Ago
horse skidding behaviour fixes and improvements
8 Months Ago
fixed horse reverse jittering/bouncing
8 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
8 Months Ago
initial chunking from shared sdf set
9 Months Ago
updated xmas advanced lights bulbPrefab to point to renamed testbulb prefab (wasn't updated with a guid change from renaming)
9 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
9 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
9 Months Ago
compile fix for leftover editor only HotReload util in LookAtIOEnt
9 Months Ago
in-editor carving test setup improvements
9 Months Ago
vertex sharing at generation time
9 Months Ago
merge from garage_door_collider_optim
9 Months Ago
compile fix
9 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
9 Months Ago
sanity editor script to find doors using ClosedColliderRoots (only the garage doors are)