userGriglercancel

1,282 Commits over 548 Days - 0.10cph!

10 Months Ago
added printbinds command to print all your binds to the console
10 Months 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
10 Months Ago
added threshold to horse ground alignment to make it less noisy when stopped on uneven terrain
10 Months Ago
added two convars to disable temp ragdolling of players and horses separately, both enabled by default - allowplayertempragdoll - allowhorsetempragdoll
10 Months Ago
moved towing joint break limits to a convar for experimentation
10 Months Ago
properly disable horse animator while ragdolling, better perf but also stops audio triggers from animator
10 Months Ago
reset horse spine local pos after ragdolling so it doesn't occassionaly turn into an accordion
10 Months Ago
horse ragdoll tweaks
10 Months Ago
further ragdoll tweaks - larger colliders - more aggressive ragdolling end thresholds - don't apply as much velocity when starting ragdoll from the initial pose
10 Months Ago
don't let ragdoll test convar try and ragdoll a client entity
10 Months Ago
stop trying to kill ragdoll twice
10 Months Ago
don't show health info on temp horse ragdoll
10 Months Ago
made it easier for the player temp ragdolls to stop
10 Months Ago
wallpaper gallery metas
10 Months Ago
client doesn't assume player ragdoll is always lethal
10 Months Ago
don't let player mount a ragdolled horse
10 Months Ago
enabled horse temp ragdolling - horse ragdolls with damage/sliding/airtime and will get back up (assuming it doesn't then die while ragdolling)
11 Months Ago
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11 Months Ago
defer gravity death to avoid immediate component destruction in physics callback - also fixed drag issue causing inconsistent fall damage in some cases
11 Months Ago
ragdolls handle fall damage and now properly match the player gravity (catapults use default values still)
11 Months Ago
merge from garage_door_wire_fix
11 Months Ago
speculative fix for wires going towards origin when placed on garage door after open/close cycle
11 Months Ago
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11 Months Ago
cleaned up catapult ragdolling and improved ragdoll mid-air flailing
11 Months Ago
dropped explosion force multiplier on catapult by a factor of 10
11 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
11 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)
11 Months Ago
using tow anchor transforms for angle testing, not body transform
11 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
11 Months Ago
ensuring towed siege weapons aren't forced to sleep while being towed
11 Months Ago
fixing tow joint constraints being incorrect when towing begins non-aligned
11 Months Ago
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11 Months Ago
tweaked skidding values
11 Months Ago
using pooled lists for disabling client/server collider interaction in-editor
11 Months Ago
adjusted horse physics mat
11 Months Ago
horse skidding behaviour fixes and improvements
11 Months Ago
fixed horse reverse jittering/bouncing
11 Months Ago
reset ragdolling player flags properlly if they unmount at any point (usually early dismount from dying) - stops player model getting stuck in cursed states
11 Months Ago
initial chunking from shared sdf set
12 Months Ago
updated xmas advanced lights bulbPrefab to point to renamed testbulb prefab (wasn't updated with a guid change from renaming)
12 Months Ago
change approach to be parallel friendly, triangles are found in parallel and then vertices are found in serial (cached by triangle edge to re-use between triangles that share an edge) - flat array layout of the SDF array is terrible for caching in this setup, but still see a benefit from this approach
12 Months Ago
ignoring null GameObjectRef fields for prefab validation, as they can only be runtime use - null fields weren't being handled, but a non-serialized GameObjectRef was added in 106912 and tripping up manifest generation
12 Months Ago
compile fix for leftover editor only HotReload util in LookAtIOEnt
12 Months Ago
in-editor carving test setup improvements
12 Months Ago
vertex sharing at generation time
12 Months Ago
merge from garage_door_collider_optim
12 Months Ago
compile fix
12 Months Ago
added ClientIOLineParentClampedBounds to manage IO points on garage doors - actual collider parent movement doesn't match the visuals, so we define a local bounds (re-mapped to OBB on awake) that the points are clamped to be within
12 Months Ago
sanity editor script to find doors using ClosedColliderRoots (only the garage doors are)
12 Months Ago
separated closed collider flags on garage door into mutually exclusive closed and busy collider sets - should significantly reduce the number of active colliders in a sealed base