585 Commits over 245 Days - 0.10cph!
▊▍▉▌▍█▉▍ ▋█▌.▆▄▄▋▋▄▊▌ ▆▌ ▍▅▄▌▇▋▊▅▆▅▊ █▊▉▄█ ██ ▇█▇▍▍▌▄▆▉▉ ▍▄▋▌▌▇ (▊▋█▄▉▊▌▌▉▆▆ ▌█▉ ▊▇ ▉▆█ ▋█▄▆▅▋ ▅▆▄ ▅▆█▋▉▆▌▇▍█▍▊ ▊▉▇▋▊▆ ▋▍ ▌▊█▉▇▅▌▊▉▆▆, ▇█▋ ▊▇▋█▆▆▋ ▇▇▅▇ ▌▅▍▋█▉▉▇▆)
- ▆▉▌▍ ██▇▆▋ ▋▆ ▉▅▌▌▄▍▅▄▉▆ ▉▇▆▆ ▉▄▍ ▍▄▊▊▄▆▉▅▉ ▌▄ ▌▌▉ ▉▉▌▋▊ ▆▄▊▉ █▉▌▄ ▋▆▉▋▌▇█▆▊▄▉█▍, ▆▋▉▅▄▅▊ ▊▍▋█ █▍ ▋▍▆▉▆▅ ▆▆▌▌▍▅▆██ ▆▌▉▆▇▋ ▄ ▆▅▇▇▇▅ ▇▋▉▄▆▍▊█▄▅.▌█▆▋█▍▉▍▌▋
- ▆█▄▆ ▅▄ ▆▊▊ ▅▅▌ ▌▄▌▄▇▍▌▆ ▋▍▅▋ ▋▌ ▄▍▊▇▉▇▉▊ ▍▌▊ ▇▌▆ ▋▍▌▍▍▍▉.▆▌▇▉▊▅▉▍▆▆▇▉▇▄▆▄▇▉, ▌▆▆▅ ▍▇ ▄▄▊▉▋▅▆▌▋ ▆▌ ▅▇▋▍
added mountanybox command to mount first non-mounted bot in targeted vehicle (or create a bot for it if non exist)
corrected AABB distance check (only used in HitBoxSystem and difference not significant for current projectile sizes)
properly force resetting player entity rotation and view angles for remote players when dismounting
fixed horse ragdolling twice due to damage events not having been cleared from before ragdolling
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
merge from catapult_ragdoll_fix
disabling collision between ragdoll and its initiator
fixed catapult admin reload with player ammo
merge from ragdoll_dismount_improvements
improved dismount position setup of player temp ragdoll and ensure that ragdoll colliders don't get caught in the dismount checks
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
▉▋▇'▇ ▆▌█▊▉▋▌ ▉▇▄▄▊▄▊ ▄▌▆█ ▉▉▋█▌▌▄▍▇▉▄▋▄▊▆█▋▍▍▉█▊▉▇ ▄▅ ▉▊▆█'▉▍ ▄▅ ▅ ▋▊▌▄▊▊▊█
merge from catapult_ragdoll_visibility_fix
forcing culling visibility of player with ragdolling
merge from horse_double_ragdoll_fix
resetting airtime and grounded state when horse exits ragdoll
█▄▊'▅ ▋▍▋▌▍▇▇ ▍▄▇▆▇▄▆ █▊▋▊▉ ▆█▇▌▉▌▅▌▄▋ (▊▋▋▌█▇)
▊▊▅▍▄▌▄▆ ▄▌▇-▆▊▉▋▍▋▍▄▌▋ ▍▄▍ ▍▊▍▆▊▅▇▄▋▆▉ ▄█▆▋ ▌█▌█▉▉▌ █▊▌▇█▇▆▊▉
handling horse animation visibility properly when occlusion culling is disabled (stops footsteps being heard while ragdolling)
added ddraw.clear command
merge compile fix primitive->aux2
improved animal ragdoll position syncing, not jerky anymore
▇▉▊▌▋▊▌▋ ▍▇▊▆▍▍▍ ▊▉▄▇█▋█▆ ▌▆▆▇█▆ ▅▋▋█▅, ▇▄▄█▆▌▋▌ ▄▌▊ █▆▊▅▉▌▇▋ ▊▋▌▆▌ ▊█▇▇ ▉▋ ▊▍▋▌ ▉▌▊ ▅▌█▊ ▌██ ▅▋▄ ▋▇▊▇▇▄
▌▇▆▆█▇▊ ▅▇▋█▅▄▉█ ▉▊▅▄▄▋█ ▊▄▌▇▊▊▋▍ ▅▌▇▍▊▄▋▋, ▉▇▅▇▆▋▍▌ ▍▍ ▋▉▊▄▄▉▋ █▊▅ █▄▊▄▇█ ▊▊▋▄▍ ▇ ▋▍▊▋▌█▅▍▅
brought back older corpse ragdoll prefab for player corpses that was accidentally overwritten with the new temp ragdoll setup, somehow this didn't actually cause any issues beyond losing the corpse flies
▍▆▊▄▌▇ ▋▌▌▊▆▆█▄ ▊▌▉▇▇ ▊▊▋ ▆▇▋█▄▌ ▋▌▌ ▄█▊ ▍▉▊▅▋▉▊▄▋▄/▆▊▋▅▋▉█▊ ▉▄▌▅ ▍▆▇█▆ ▍▅▄▋ ▆▌▋▅▄▆▇▉ (▌▄▊▍▅ ▄▅ ▊▌▄ ▅▇▆█▇▋▋▉▇)
- ▌▆▇▋▌ ▊▇▍▋▍▄▋▇▄▅▋▄▆▆▋▆ ▅▋▇▍ (▄▊▉▋▉▄█▉ ▍▉▆▉▇ ▋▇▌ ▄▇▋▌▆▌▇ ▅▋ ▆▉▉▋▄ ▊▉▄▋▌▄) ▌▆▅ ▍▊▅█▉ ▌▆▋█ ▌▍ ▅▌▄█▊ ▆▇█▄▆▉▌ ▋▌▍▋█▉▍▇ ▄▌▅ ▋▅▅█▌▆█ ▉▄▊ ▋▍▌█▉▅▊▋ ▇▅▍█ ▋▇▉▊▄▋▆ █▉▍▆ ▊▆ ▆▉▋█▅▉▊█▆ ▄▌▄▇▍▇▇ ▉▊▊ ▆▇█▋▌▆▅ ▋▇▉ ▄▌▊▆▅▆▊▌▆, ▅▊▆▍▉ ▇▊▉▋▋▌▅▍ ▆▊▇ ▍▌▋▍▆ ▄▌▇▌▅▅ ▆▌▅▋▊▉▇█▄ ▍█▌▇ ▅▊ █▍▉█▄▊▄▌ ▆▇▌▌▄▅▌▍ ▄█▆█▋ ▉▄▅▉▊ ▋ ▉▇█▄ █▋▉▊▌▌ █▄█▆▍▍
horse ragdoll passes collision events back to be handled properly as fall damage
detatch tow when horse swims
renamed unclear player ragdoll param force->velocityOverride
fixed BillBTestMap
- got rid of old mockup towables
- painted ocean topology on bring the water back
fixed horse ragdoll not updating horse pos/rot in builds
reset saddle eye easing values when mount state changes
added printbinds command to print all your binds to the console
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
added threshold to horse ground alignment to make it less noisy when stopped on uneven terrain
added two convars to disable temp ragdolling of players and horses separately, both enabled by default
- allowplayertempragdoll
- allowhorsetempragdoll
moved towing joint break limits to a convar for experimentation
properly disable horse animator while ragdolling, better perf but also stops audio triggers from animator
reset horse spine local pos after ragdolling so it doesn't occassionaly turn into an accordion
further ragdoll tweaks
- larger colliders
- more aggressive ragdolling end thresholds
- don't apply as much velocity when starting ragdoll from the initial pose
don't let ragdoll test convar try and ragdoll a client entity
stop trying to kill ragdoll twice
don't show health info on temp horse ragdoll