branchrust_reboot/main/PhysicsLayerRevampcancel
76 Commits over 182 Days - 0.02cph!
Fixed broken (bad merge) glock worldmodel prefab
Moved dropped items back to the Debris layer. Fixed "dropped" items that are stuck in ragdolls (e.g. arrows) causing ragdolls to fly away.
- Fixed ragdoll moving-parent check not checking nested parents
- Fixed incorrect reference causing NRE on listen server
Removed directional light from player_preview, replaced with two spot lights. Fix for player preview light affecting the scene. Also removed unused var.
Revert
82449, CheckSleepState
Disable ragdoll collision with Vehicle Detailed layer - for now
Ignore corpses when doing a TriggerParent clipping check because they have a huge entity bounds - much larger than the actual model
Fixed scrap heli prefab, which got corrupted in the recent merge
Can still interpolate if there's a parent but it's not a moving one
Fixed client-side ragdolls falling in slow motion when parented. Unfortunately this fix also makes their movement more jittery (specifically 32Hz) when parented, but it's an improvement.
Cherry pick "Use transform.position when updating train position" as well. Even though this should be worse, it's actually better due to the parenting situation (see original commit message).
Cherry pick scrap heli collider updates from RagdollRewrite2. These are a good general upgrade even if server-side ragdolls fall through.
Merge Main -> PhysicsLayerRevamp
Corpse init process cleanup
Removed my CheckSleepState method from BaseCorpse. I think putting the base RB to sleep while limbs were sometimes still awake was the cause of the unusual stretching that sometimes happened.
Fixed having the ShouldSyncJoints check exactly backwards
Fixed missing rigidbody assignments
Added ShouldSyncJoints check to SyncJointsToClients
Help text extra info for ragdollVehicleCollision
Remove ArticulatedOccludee script frmo server-side corpse
New ConVar: ragdollVehicleCollision
Turns ragdoll collisions with vehicles on and off.
Merge RagdollRewrite2 -> PhysicsLayerRevamp
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
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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