branchrust_reboot/main/NewWoundingcancel

116 Commits over 30 Days - 0.16cph!

3 Years Ago
updated player downed anims
3 Years Ago
Made the wounded UI text a bit clearer, also converted it to RustText
3 Years Ago
Merge Main->NewWounding
3 Years Ago
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3 Years Ago
Code review: Disable saving on WoundedFreeCamera and WoundedNeverEnds editor vars to avoid confusion
3 Years Ago
Revert the pointless change but now, if we're very lucky, crawling will be fixed
3 Years Ago
Make a pointless change to player_movement.prefab, see if the build server will fix the crawl hovering bug
3 Years 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 Years Ago
Remove "client says open door" debug log!
3 Years Ago
Prevent all view direction change while incapacitated
3 Years Ago
Calling inure or injure_player console command when in crawling state now progresses to incapacitated state
3 Years Ago
Adjust first-person crawling eye position
3 Years Ago
Reduce crawling player model collider depth from 0.75 to 0.2 to stop them being able to push other players
3 Years Ago
Merge Main->NewWounding
3 Years Ago
Add rifle ammo to my loadout
3 Years 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 Years Ago
Now that wounding is single-stage again, Die() no longer needs the canBecomeWounded bool. Remove it.
3 Years Ago
Merge Main->NewWounding
3 Years Ago
updated crawl anims updated player animator - changed anims and speed values in crawling blendtree
4 Years 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.
4 Years Ago
Merge Main->NewWounding
4 Years Ago
Merge Main->NewWounding
4 Years 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
4 Years Ago
Merge Main->NewWounding
4 Years Ago
Fix forced duck regression
4 Years 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.
4 Years Ago
PlayerWalkMovement used capsule.radius in a few places, assuming the capsule would always be vertical. Added support for horizontal capsules.
4 Years Ago
Fix player collider mismatch
4 Years Ago
Some code cleanup for duck/run/crawl methods in PlayerWalkMovement
4 Years Ago
Set PlayerWalkMovement capsule rotation via transform instead of rigidbody, fixes jitter
4 Years 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).
4 Years Ago
Updated PlayerModel collider for crawling.
4 Years Ago
Increased the player's visibility culling radius for crawling
4 Years Ago
Added injureplayer and recoverplayer console commands, similar to kill vs. killplayer
4 Years Ago
wounded anim updates
4 Years Ago
Sleeper collider minor edit
4 Years Ago
Set up an more accurate collider for sleepers using the new axis option
4 Years Ago
Allow player collider to be on a different axis. Set up the collider shape and size for crawling.
4 Years Ago
Merge Main->NewWounding
4 Years Ago
Go directly to incapacitated if player dies from fall damage
4 Years Ago
Added support for animation going directly from standing to incapacitated (requested for fall damage)
4 Years Ago
merge from main
4 Years Ago
wounded anim updates
4 Years Ago
Increase crawl speed by 20% (including animation speed)
4 Years Ago
Merge Main->NewWounding
4 Years Ago
Fixed crawling weirdness when in water. Go to incapacitated state if crawling in deep water.
4 Years Ago
Remove outdated comment
4 Years Ago
Prevent jumpnig while crawling
4 Years Ago
Server-side check for interaction while crawling. Needs cleanup so code doesn't need to be duplicated
4 Years Ago
Added 1st pass standing to downed player anim