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