branchrust_reboot/main/PhysicsLayerRevamp/RagdollRewrite2cancel
70 Commits over 184 Days - 0.02cph!
More precision - reduce MAX_JOINT_DIST to 2
Scrap heli don't parent ragdolls
Added server sync ragdoll save/load methods
Comment on ragdollmode convar. Ragdoll corpseJoint made readonly.
Fixed corpse issues with the initial fixed joint to the pelvis. Removed that joint - pelvis collider is now on the base, no separate rigidbody on the pelvis.
Manifest, adding the new corpse type
Sync ragdoll limb pos more frequently: 10 times per second instead of 5
Added smooth interpolation for all ragdoll limb sync
Fix double pool free, go back to using pooled lists
Fixed several issues with ragdoll position sync. No more glitching now
All joint positions now have regular sync to client
Merge ragdoll extras back to main RagdollRewrite2. Fixed server->client sync not working.
Removed physics from the client-side player_corpse_new, plus bug fixes
Dual client/server var for ragdollmode
Use a separate convar for server ragdoll physics mode - ragdollmodesv
Converted ragdoll and corpse to support both Client- and Server-side setup.
Player model and LOD setup
Fixed physics troubles with buoyancy and positioning
Work in progress for:
- Player corpse and ragdoll are no longer separate. The corpse is also the ragdoll. No more issues with corpse vs. ragdoll position not lining up.
- Simulate ragdoll movement on the server side and sync to clients. This means good behaviour on server-side sim objects like vehicles.
- Can revert to the old system for now by setting physics.serversideragdolls to false.