userGriglercancel

1,486 Commits over 669 Days - 0.09cph!

1 Year Ago
renamed unclear player ragdoll param force->velocityOverride
1 Year Ago
fixed BillBTestMap - got rid of old mockup towables - painted ocean topology on bring the water back
1 Year Ago
fixed horse ragdoll not updating horse pos/rot in builds
1 Year Ago
reset saddle eye easing values when mount state changes
1 Year Ago
added printbinds command to print all your binds to the console
1 Year 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
1 Year Ago
added threshold to horse ground alignment to make it less noisy when stopped on uneven terrain
1 Year Ago
added two convars to disable temp ragdolling of players and horses separately, both enabled by default - allowplayertempragdoll - allowhorsetempragdoll
1 Year Ago
moved towing joint break limits to a convar for experimentation
1 Year Ago
properly disable horse animator while ragdolling, better perf but also stops audio triggers from animator
1 Year Ago
reset horse spine local pos after ragdolling so it doesn't occassionaly turn into an accordion
1 Year Ago
horse ragdoll tweaks
1 Year Ago
further ragdoll tweaks - larger colliders - more aggressive ragdolling end thresholds - don't apply as much velocity when starting ragdoll from the initial pose
1 Year Ago
don't let ragdoll test convar try and ragdoll a client entity
1 Year Ago
stop trying to kill ragdoll twice
1 Year Ago
don't show health info on temp horse ragdoll
1 Year Ago
made it easier for the player temp ragdolls to stop
1 Year Ago
wallpaper gallery metas
1 Year Ago
client doesn't assume player ragdoll is always lethal
1 Year Ago
don't let player mount a ragdolled horse
1 Year Ago
enabled horse temp ragdolling - horse ragdolls with damage/sliding/airtime and will get back up (assuming it doesn't then die while ragdolling)
1 Year Ago
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1 Year Ago
defer gravity death to avoid immediate component destruction in physics callback - also fixed drag issue causing inconsistent fall damage in some cases
1 Year Ago
ragdolls handle fall damage and now properly match the player gravity (catapults use default values still)
1 Year Ago
merge from garage_door_wire_fix
1 Year Ago
speculative fix for wires going towards origin when placed on garage door after open/close cycle
1 Year Ago
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1 Year Ago
cleaned up catapult ragdolling and improved ragdoll mid-air flailing
1 Year Ago
dropped explosion force multiplier on catapult by a factor of 10
1 Year 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
1 Year 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)
1 Year Ago
using tow anchor transforms for angle testing, not body transform
1 Year Ago
limiting angle towing can be started at with toast popup to straighten up if a player's trying it at a wide-angle
1 Year Ago
ensuring towed siege weapons aren't forced to sleep while being towed
1 Year Ago
fixing tow joint constraints being incorrect when towing begins non-aligned
1 Year Ago
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1 Year Ago
tweaked skidding values
1 Year Ago
using pooled lists for disabling client/server collider interaction in-editor
1 Year Ago
adjusted horse physics mat
1 Year Ago
horse skidding behaviour fixes and improvements
1 Year Ago
fixed horse reverse jittering/bouncing
1 Year 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
1 Year Ago
initial chunking from shared sdf set
1 Year Ago
updated xmas advanced lights bulbPrefab to point to renamed testbulb prefab (wasn't updated with a guid change from renaming)
1 Year 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
1 Year 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
1 Year Ago
compile fix for leftover editor only HotReload util in LookAtIOEnt
1 Year Ago
in-editor carving test setup improvements
1 Year Ago
vertex sharing at generation time
1 Year Ago
merge from garage_door_collider_optim