branchrust_reboot/main/NewWoundingcancel

116 Commits over 30 Days - 0.16cph!

3 Months Ago
updated player downed anims
3 Months Ago
Made the wounded UI text a bit clearer, also converted it to RustText
3 Months Ago
Merge Main->NewWounding
3 Months Ago
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3 Months Ago
Code review: Disable saving on WoundedFreeCamera and WoundedNeverEnds editor vars to avoid confusion
3 Months Ago
Revert the pointless change but now, if we're very lucky, crawling will be fixed
3 Months Ago
Make a pointless change to player_movement.prefab, see if the build server will fix the crawl hovering bug
3 Months Ago
If players recover from being wounded, they can't get wounded again within one minute; if they get wounded again they go straight to being dead. That's intentional, but the one minute timeout was being applied even after death and respawn. This is now fixed.
3 Months Ago
Remove "client says open door" debug log!
3 Months Ago
Prevent all view direction change while incapacitated
3 Months Ago
Calling inure or injure_player console command when in crawling state now progresses to incapacitated state
3 Months Ago
Adjust first-person crawling eye position
3 Months Ago
Reduce crawling player model collider depth from 0.75 to 0.2 to stop them being able to push other players
3 Months Ago
Merge Main->NewWounding
3 Months Ago
Add rifle ammo to my loadout
3 Months Ago
Removed the diesAtZeroHealth bool that I added some time ago for vehicle modules. Use a system similat to BasePlayer instead, just overriding the Die() method to not die. Everything that was currently using diesAtZeroHealth = false: - BaseVehicleModule now uses a blank Die() method instead. - computerstation.static, ReclaimBackpack, ReclaimTerminal, StaticRespawnZoneBandit, StaticRespawnZoneCompound, microphonestandio, and elevatorioentity were immortal so wouldn't take damage already. - StorageMonitor.deployed has been changed from DeployableGeneric protection to Immortal.
3 Months Ago
Now that wounding is single-stage again, Die() no longer needs the canBecomeWounded bool. Remove it.
3 Months Ago
Merge Main->NewWounding
3 Months Ago
updated crawl anims updated player animator - changed anims and speed values in crawling blendtree
3 Months Ago
Wounded system changes: - The player is only incapacitated when looted, falling, or in deep water - Crawling: The player goes straight to dead state and ragdoll when 0 HP, no more going into incapacitated.
3 Months Ago
Merge Main->NewWounding
3 Months Ago
Merge Main->NewWounding
3 Months Ago
Fixed crawling player not adjusting direction well in third person due to the slow speed giving it a zero corrective weight in the PlayerModel rotation update
3 Months Ago
Merge Main->NewWounding
3 Months Ago
Fix forced duck regression
3 Months Ago
Revert the capsule axis change support from BasePlayer and from PlayerWalkMovement. Too much added complexity and unknowns, let's see it we can do this more simply.
3 Months Ago
PlayerWalkMovement used capsule.radius in a few places, assuming the capsule would always be vertical. Added support for horizontal capsules.
3 Months Ago
Fix player collider mismatch
3 Months Ago
Some code cleanup for duck/run/crawl methods in PlayerWalkMovement
3 Months Ago
Set PlayerWalkMovement capsule rotation via transform instead of rigidbody, fixes jitter
3 Months Ago
New, axis-rotated capsule for PlayerWalkMovement when crawling. Rotating the axis was the only way to have the player be able to crawl under half-walls without also being able to see through walls at their head position. PlayerWalkMovement now also sets its rotation based on the player model's rotation, instead of staying at Quaternion.identity (since the capsule was always the same all the way around, it never needed to actually rotate before).
3 Months Ago
Updated PlayerModel collider for crawling.
3 Months Ago
Increased the player's visibility culling radius for crawling
3 Months Ago
Added injureplayer and recoverplayer console commands, similar to kill vs. killplayer
3 Months Ago
wounded anim updates
3 Months Ago
Sleeper collider minor edit
3 Months Ago
Set up an more accurate collider for sleepers using the new axis option
3 Months Ago
Allow player collider to be on a different axis. Set up the collider shape and size for crawling.
3 Months Ago
Merge Main->NewWounding
3 Months Ago
Go directly to incapacitated if player dies from fall damage
3 Months Ago
Added support for animation going directly from standing to incapacitated (requested for fall damage)
3 Months Ago
merge from main
3 Months Ago
wounded anim updates
3 Months Ago
Increase crawl speed by 20% (including animation speed)
3 Months Ago
Merge Main->NewWounding
3 Months Ago
Fixed crawling weirdness when in water. Go to incapacitated state if crawling in deep water.
3 Months Ago
Remove outdated comment
3 Months Ago
Prevent jumpnig while crawling
3 Months Ago
Server-side check for interaction while crawling. Needs cleanup so code doesn't need to be duplicated
3 Months Ago
Added 1st pass standing to downed player anim