684 Commits over 273 Days - 0.10cph!
first pass of drawing players in vehicle mount positions in gizmos
- naive approach with some dumb allocations at the moment, going to move it to an editor next to allow better cachine
collision damage
- disabled for now
- also moved test data output to editor define
adjusted surface params
- static surface a bit liftier for quicker take-off
- control surfaces less twitchy
yoke visualising input properly because I can't tell if the model is bad or if I'm bad at flying
Added aileron controls
- arbitrary control surfaces meant this just needed to add a surface on the edge of wing with opposite rotation axes
explicit surface lift calculations replaced with processing a set of serialized surface types
plane updates
- non-control surfaces use a different lift curve
- adjusted curves
- mouse input for pitch/roll, keys for yaw
- debug csv output for surface values against different AoA
- added testing scene
Fixed offset in vehicle mountable gizmos
Rough initial model
- lift and drag calculated from arbitrary control surface definitions, needs splitting up more
- still requires some fudge factors for proper lift within desirable rust speeds
Editor for BaseMountable that lets you edit dismount points with Handles (works for all subclasses)
fixed dangling profiler sample that would stack with following sample regions
added BaseEntity query that properly checks radius against the entity obbs
- existing uses replaced with GetInSphereFast version that don't do the finer check
missing Intersects2D function
test cases for gjk distance - covers most edge cases from different features (vertex/edge/face)
fixed mistake in SquareDistance
Replaced OBB Distance and Intersection functions with accuracte implementations
- GJK for distance functions, cheaper SAT for intersection
- square distance function is also replaced, but it still has to run the GJK algorithm so the savings on it are marginal
Fixing some client issues with ragdolls
- moved ragdoll client cycle so limb interpolation can run before player reads it
- force an immediate net sync onragdolling for initial state to be in sync with ragdoll entity creation
Distributing dismount points across ragdoll bones for more reliable dismount without offset issues
code review changes
- client state initialized from networked parent entityref
- removed some redundant client flag setting
- eye positions levels out after ragdolling ends
added tests assembly for OBB and a tool that executes the tests and parses the results to generate a scene containing all failed cases
- bumped test-framework version 1.1.33->1.4.4
include steer and pitch inputs to animation, changed client update to have packed vector of inputs
only inherit mount velocity on ragdoll
re-enabling animation speeds for DPV
adjusted serverside player colliders while ragdolling
added some more convar helper functions for ragdoll testing
cleaned up some ragdoll-specific code in the player we get for free with it being a mountable
merge from ragdoll_as_mountable
reworked ragdolling as a mountable
moved ragdoll convar to server
initial setup of serverside ragdolling with moderate bike collision damage
Fixing compile errors, update manifest, fix protobuf definitions, and updating FuelSystem usage to new IFuelSystem interface
merge from BurstClothFixes
Fixed burst cloth controller LODing not being marked as dynamic in some prefabs
fixed CNY_Spear and SkinningKnife BurstCloth setups
- proper gravity values
- reduced damping to reasonable values
merge from BurstClothTestBed
undoing some unintentional changes from merges