branchrust_reboot/main/DroppedItemsOnVehiclescancel
20 Commits over 0 Days - ∞cph!
Turns out I was actually correct the first time about parent rigidbody behaviour for non-kinematic rigidbodies, but kinematic rigidbodies behave differently. BaseEntity.Parenting now handles both cases.
Fixed incorrect velocity adjustment when rigidbodies enter or leave parent triggers. With a much better testing setup now, I was able to see that it didn't behave as I thought.
Test map wagons and stuff
Added a small rail loop to my test map
Merge Main -> DroppedItemsOnVehicles
Updated all triggers that needed the new Physics Debris layer. Required S2P on excavator and junkyard.
Parent dropped items on trains. Even though item behaviour when entering or leaving a trigger isn't great, they get very confused about the kinematic movement without being parented.
Dropped items now use Continuous Speculative collision all the time, the only usable mode for vehicle<->item interaction @ 16Hz. The mode can occasionally cause small dropped items to fall through terrain, so DroppedItem has a new terrain check that activates if required and puts them back on top (will not affect intentionally dropping items under terrain as admin).
Main camera mask edit to include the new layer
Additional physics matrix collision setup. Also allow physics debris to collide with ragdolls.
Moved all non-bush content off the Bush physics layer. New "Physics Debris" physics layer used for world items and other physics-based debris (e.g. collectable keycards). This new layer collides with vehicles (but not players).
Add missing TagManager layer name change
Changed all bush colliders to triggers
Renamed Debris layer to Bush. A few random things remain using the layer that aren't bushes - they will be reassigned soon. Bush layer no longer collides with anything in the physics matrix.
Test map stuff for testing. Vehicles, keycard.
Moved a couple of world models from Debris to the Default layer (the layer is always set via whatever layer is set on generic_world.prefab anyway - usually world models use Default on their own prefab in the meantime).
Moved ice AK ice FX from Debris layer to TransparentFX.
Moved some spray can components off the Debris layer