branchrust_reboot/main/primitivecancel
                         
                     
             
         
     
    
        
57 Commits over 31 Days - 0.08cph!
    
    
    
        
            
            
            
                
                merge from catapult_ragdoll_fix
                
                
                
                
             
         
        
            
            
            
                
                merge from ragdoll_dismount_improvements
                
                
                
                
             
         
        
        
            
            
            
                
                merge from catapult_ragdoll_visibility_fix
                
                
                
                
             
         
        
            
            
            
                
                merge from horse_double_ragdoll_fix
                
                
                
                
             
         
        
            
            
            
                
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                handling horse animation visibility properly when occlusion culling is disabled (stops footsteps being heard while ragdolling)
                
                
                
                
             
         
        
            
            
            
                
                added ddraw.clear command
                
                
                
                
             
         
        
        
            
            
            
                
                improved animal ragdoll position syncing, not jerky anymore
                
                
                
                
             
         
        
            
            
            
                
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                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
                
                
                
                
             
         
        
            
            
            
                
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                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
                
                
                
                
             
         
        
            
            
            
                
                made it easier for the player temp ragdolls to stop
                
                
                
                
             
         
        
        
            
            
            
                
                client doesn't assume player ragdoll is always lethal
                
                
                
                
             
         
        
            
            
            
                
                don't let player mount a ragdolled horse
                
                
                
                
             
         
        
            
            
            
                
                enabled horse temp ragdolling - horse ragdolls with damage/sliding/airtime and will get back up (assuming it doesn't then die while ragdolling)
                
                
                
                
             
         
        
            
            
            
                
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                defer gravity death to avoid immediate component destruction in physics callback
- also fixed drag issue causing inconsistent fall damage in some cases
                
                
                
                
             
         
        
            
            
            
                
                ragdolls handle fall damage and now properly match the player gravity (catapults use default values still)
                
                
                
                
             
         
        
            
            
            
                
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                cleaned up catapult ragdolling and improved ragdoll mid-air flailing
                
                
                
                
             
         
        
            
            
            
                
                dropped explosion force multiplier on catapult by a factor of 10
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                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)
                
                
                
                
             
         
        
            
            
            
                
                using tow anchor transforms for angle testing, not body transform
                
                
                
                
             
         
        
            
            
            
                
                limiting angle towing can be started at with toast popup to straighten up if a player's trying it at a wide-angle
                
                
                
                
             
         
        
            
            
            
                
                ensuring towed siege weapons aren't forced to sleep while being towed
                
                
                
                
             
         
        
            
            
            
                
                fixing tow joint constraints being incorrect when towing begins non-aligned