branchrust_reboot/main/PhysicsLayerRevamp/RagdollRewrite2cancel

70 Commits over 184 Days - 0.02cph!

1 Year Ago
Merge main -> RagdollRewrite2
1 Year Ago
Proto, Protocol, Manifest
1 Year Ago
Merge main -> RagdollRewrite2
1 Year Ago
Scrap heli, parent ragdolls
1 Year Ago
Remove extra method
1 Year Ago
Interpolation edit, no longer need the fancy stuff
1 Year Ago
Manifest again, to fix scrap heli
1 Year Ago
Scrap heli fix
1 Year Ago
Enable ragdoll -> vehicledetailed physics collision
1 Year Ago
1 Year Ago
A rather difficult merge. Main -> RagdollRewrite2 (server-side ragdolls)
1 Year Ago
Pass the players model state as well as flags when evaluating which bone position data to pick Added climbing, ducking and swimming Fixed eye transform missing on new ragdoll, causing death cam to not move with ragdoll Adjusted eye transform slightly so that it doesn't clip through geometry as much (is still clipping a bit, needs some work)
1 Year Ago
Implemented a fixed offset to the sleeper pose to fix the incorrect rotation. Why do sleepers need this but no other poses do?
1 Year Ago
PlayerBonePositionDataEditor inspector - put the button at the top.
1 Year Ago
Fixed ragdoll incorrect orientation on death on server. Use eye.bodyRotation for the ragdoll spawn instead of transform.rotation.
1 Year Ago
Use transform.position when updating train position, instead of rigidbody.position or rigidbody.MovePosition. I discovered only transform.position correctly moves parented rigidbodies (like ragdolls) along with the train as if they're in local space. THIS FIXES RAGDOLLS FLYING OFF.
1 Year Ago
My collider changes messed with the scrap heli inertia tensor. Manually set it to the old, known-good values.
1 Year Ago
Further cleanup of scrap heli
1 Year Ago
Forgot to save the latest prefab
1 Year Ago
Rebuilt the collision setup for the scrap heli, using all convex colliders. This allows ragdolls and items to collide with all parts of the mesh. Made a few new convex mesh colliders to help build it.
1 Year Ago
A corpse init order that works for both client and server-side ragdolls, but this is very weird and needs investigating further
1 Year Ago
Rigidbody setup fixes
1 Year Ago
Minor edit, don't need to use euler here
1 Year Ago
Pose data updates
1 Year Ago
Don't call SetupRigidBody if the corpse is the rigidbody
1 Year Ago
PlayerBonePositionData now supports loading bone position data from any specific point in any animation. Updated current data.
1 Year Ago
1 Year Ago
Fixed incorrect joint behaviour in ragdoll due to init order changes
1 Year Ago
Fixed incorrect offset for initial corpse limb positioning on server.
1 Year Ago
Merge Main -> RagdollRewrite2
1 Year Ago
Working on fixing pelvis offset troubles and fixing the jitter at initial spawn
1 Year Ago
Fixed arm positions not being set. Some bones were null, and blocking subsequent ones from being set.
1 Year Ago
If corpse is an old-style corpse, still spawn it at the player's centre point instead of at their feet. + some debug tidy-up
1 Year Ago
New system to handle the server having no info on the position of a player's limbs: - Server saves a player's PlayerFlags just before death resets them, and passes them into the corpse. - PlayerCorpse looks at them and infers whether they should be standing, crawling, sleeping etc. - Corpse then selects from a set of new scriptableobjects storing bone position data, and copies that bone data into the new ragdoll, getting the server's ragdoll starting position much closer to what will most likely be happening on the client.
1 Year Ago
Corpse prefab bone structure fixes
1 Year Ago
Fixed pelvis shenanigans, reverted to original ragdoll style. I didn't originally realise that the pelvis isn't always at 0,0,0 (e.g. when crawling)
1 Year Ago
Reset pelvis offset on server-side ragdoll creation
1 Year Ago
Lerp experiment. Initial 500ms lerp from the client's final position to the server's data.
1 Year Ago
Various bits, moving some changes to RagdollRewrite2
1 Year Ago
No need to call CopyBonesFrom if the corpse is the ragdoll
1 Year Ago
Buoyancy adjust to match old behaviour
1 Year Ago
Set up ragdoll buoyancy. Update arrays.
1 Year Ago
Increased ragdoll solver iterations to decrease jitter
1 Year Ago
Fixed ragdolls still sinking into vehicles a bit as the vehicle moved (most visible via scrap heli ascending with ragdoll in the back). Was caused by still have rigidbody interpolation on on the ragdoll when doing server-side simulation, which was giving it a slight delay.
1 Year Ago
Fix build settings
1 Year Ago
Revert accidental TriggerParent change
1 Year Ago
Removed DoMovingWithoutARigidBodyCheck method from BaseEntity.Server. This was unused and hasn't been an issue since Unity 5.
1 Year Ago
Match corpse position sync parameters to vehicle position sync parameters. Keeps corpse world position properly in sync when on a moving vehicle. Since limb positions are local, we can get away with updating them less often - keeping the base position accurately in sync is enough.
1 Year Ago
Manifest rebuild after merge
1 Year Ago
Merge Main -> RagdollRewrite2