branchrust_reboot/main/PhysicsLayerRevampcancel
52 Commits over 151 Days - 0.01cph!
Merge selected changes from RagdollReqrite -> PhysicsLayerRevamp. This merge is actually basically everything from the branch EXCEPT the actual ragdoll rewrite, as it seems we'll need to go a different direction on the rewrite itself. I should really have put these other changes (the prefab updates, the corpse improvements) in this base branch instead from the start.
Merge Main -> PhysicsLayerRevamp
Update two prefabs that had gained imposter trees since the last merge
Update S2P on some monuments that couldn't merge
Merge Main -> PhysicsLayerRevamp
▍█▄▇▋▍ ▍▄▌▄ ▍▅▊▄▌ ▄▅██▄ ▅▌██▇█
▊▋▌▍ ▉▍▋▄▌▅▅▊▊▋▊ ▄█ ▉▄▌▄▍ ▋▌▌▅▊, ▆▄ ▉█▉▌▄ █▄▌▄▇ ▌▊ ▊▌▌▉.
Layer collision enabled for Ragdoll vs. Prevent Movement
Increased maxDepenetrationVelocity to 2.0
I couldn't get ragdolls working in scrap heli without parenting. Thankfully scrap heli seems to handle item and ragdoll parenting much better than cars or HAB do, so enabling ragdoll layer parenting on scrap heli here.
Merge RagdollImprovements -> PhysicsLayerRevamp
Merge Main -> PhysicsLayerRevamp
Remove ragdoll layer from submarine parenting
Merge Main -> PhysicsLayerRevamp
Test physics cube updates
Enable Ragdoll layer parenting on trains
Added a few basic network-synced physics entity cubes for my testing
Merge Main -> PhysicsLayerRevamp
Merge ItemDropCollision -> PhysicsLayerRevamp
Add Harvestable layer to the sky dome world light
Let the camera actually see my Harvestable layer
Move all the SocketMod_PlantChecks to the Harvestable layer
Merge Main -> PhysicsLayerRevamp
Activated the purpose of all this: Now letting ragdolls collide with vehicles.
Finished converting the roughly 6 billion harvestables that were using the ragdoll layer. "We do these things not because they are easy, but because we thought they'd probably be easy." - John F. Kennedy
New Harvestable layer. Switched growable/harvestable/collectable stuff and scripts to use it. Still WIP switching them all as there are many prefabs.
PropRenderer now using AI layer instead of Player_Model_Rendering
UIPlayerPreview - Use AI layer mask instead of the now-gone Player_Model_Rendering
Merge Main -> PhysicsLayerRevamp
S2P on monuments that changed in the merge - reinstate layer changes
Removed extras from test map
Merge Main -> PhysicsLayerRevamp
Fixed windmills having two copies of their collider, one on the wrong layer
Comment only, after doing some performance testing
Merge Main -> PhysicsLayerRevamp
Instead of doing the Impostor camera culling layer switch in ImposterRenderer, turn Impostors on and off via PreProcess in the Imposter scripts instead
Merge Main -> PhysicsLayerRevamp
Ignore UNUSED B on the camera
S2P on all monuments that had impostor-layer trees and plants (it's a lot of them). We no longer use Impostor layer on anything. Renamed Impostor layer to UNUSED B.
Moved all tree and bush LODs that were on the Imposter layer to the Tree layer. We'll control the imposters via the Imposter script instead.
Removed importer layer from tool cupboard check mask
Switched layer from Imposter to World on EasyRoads3D prefab surfaces (T crossing, X crossing, roundabout)
Added missing imposter scripts and billboards for bush_willow_snow_small_a and bush_willow_snow_small_b
Merge Main -> PhysicsLayerRevamp
Removed all usages of the Player Model Rendering layer. Renamed it to UNUSED A for now. Inventory player preview now hides way under the map instead of being on its own layer. By necessity it also now receives directional light from the sun along with its own local lights, but that may actually be an improvement. If we need to revert, the layer remains available for now.
Merge Main -> PhysicsLayerRevamp
Don't use the imposter layer when trimming meshes, just disable all other colliders in the scene and then re-enable them once we're done