508 Commits over 183 Days - 0.12cph!
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
added default materials for chain/spring/cloth
got rid of noisy rotation constraint gizmo
adjust origin of clothsim on diver ak VM
rotation constraints not a readonly struct now, unity can't serialize them but still gives you the default value back
only applying constraints solve at the end of an iteration, avoids constraints feeding into eachother mid-iteration
configured ghostsheet with default length constraints
added default length constraint to be used by all bones without their own (before this allowed for full compression, which almost always gives bad results)
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resetting bone transforms on cloth when it's re-enabled to avoid spike in velocity with LODing
pickaxe chain controller LODing
min/max length constraints respected properly and slightly reduced precision in collision detection
corrected LODing on cloth controllers for ghostsheet
Re-mapped weight curves to relaxation values
- also reorganised cloth material SO to make it a bit more readable
some chain material setups
fixed wrong rotation constraint axis being used for one of the limits
basic gizmos on constraints
fixed length modifier and gravity on capes