userGriglercancel
branchrust_reboot/main/primitivecancel

57 Commits over 31 Days - 0.08cph!

35 Days Ago
merge from catapult_ragdoll_fix
35 Days Ago
merge from ragdoll_dismount_improvements
36 Days Ago
merge from ragdoll_fixes
36 Days Ago
merge from catapult_ragdoll_visibility_fix
36 Days Ago
merge from horse_double_ragdoll_fix
37 Days Ago
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37 Days Ago
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37 Days Ago
handling horse animation visibility properly when occlusion culling is disabled (stops footsteps being heard while ragdolling)
40 Days Ago
added ddraw.clear command
41 Days Ago
compile fix
41 Days Ago
improved animal ragdoll position syncing, not jerky anymore
41 Days Ago
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41 Days Ago
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41 Days Ago
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
42 Days Ago
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42 Days Ago
horse ragdoll passes collision events back to be handled properly as fall damage
43 Days Ago
detatch tow when horse swims
43 Days Ago
renamed unclear player ragdoll param force->velocityOverride
43 Days Ago
fixed BillBTestMap - got rid of old mockup towables - painted ocean topology on bring the water back
43 Days Ago
fixed horse ragdoll not updating horse pos/rot in builds
43 Days Ago
reset saddle eye easing values when mount state changes
43 Days Ago
added printbinds command to print all your binds to the console
44 Days 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
44 Days Ago
added threshold to horse ground alignment to make it less noisy when stopped on uneven terrain
44 Days Ago
added two convars to disable temp ragdolling of players and horses separately, both enabled by default - allowplayertempragdoll - allowhorsetempragdoll
44 Days Ago
moved towing joint break limits to a convar for experimentation
47 Days Ago
properly disable horse animator while ragdolling, better perf but also stops audio triggers from animator
47 Days Ago
reset horse spine local pos after ragdolling so it doesn't occassionaly turn into an accordion
47 Days Ago
horse ragdoll tweaks
47 Days Ago
further ragdoll tweaks - larger colliders - more aggressive ragdolling end thresholds - don't apply as much velocity when starting ragdoll from the initial pose
47 Days Ago
don't let ragdoll test convar try and ragdoll a client entity
47 Days Ago
stop trying to kill ragdoll twice
47 Days Ago
don't show health info on temp horse ragdoll
48 Days Ago
made it easier for the player temp ragdolls to stop
48 Days Ago
wallpaper gallery metas
48 Days Ago
client doesn't assume player ragdoll is always lethal
48 Days Ago
don't let player mount a ragdolled horse
48 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)
50 Days Ago
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50 Days Ago
defer gravity death to avoid immediate component destruction in physics callback - also fixed drag issue causing inconsistent fall damage in some cases
50 Days Ago
ragdolls handle fall damage and now properly match the player gravity (catapults use default values still)
50 Days Ago
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50 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