(8e2e6e4da) Physics error prevention: - Use the ApplyForce/ApplyImpulse method overrides that clamp the resulting velocity to a value (in this case NetConfig.MaxPhysicsBodyVelocity, 64 m/s). Without this, explosions and attacks for example could apply arbitrarily large forces to bodies, causing physics errors in Ragdoll.CheckValidity. - Make sure angular velocity still has a sane value after applying an impulse to a specific point of a collider.
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@@ -1094,7 +1094,7 @@ namespace Barotrauma
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if (flowForce.LengthSquared() > 0.001f)
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{
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Collider.ApplyForce(flowForce);
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Collider.ApplyForce(flowForce, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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}
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if (currentHull == null ||
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@@ -1132,7 +1132,7 @@ namespace Barotrauma
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if (flowForce.LengthSquared() > 0.001f)
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{
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limb.body.ApplyForce(flowForce);
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limb.body.ApplyForce(flowForce, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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}
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surfaceY = limbHull.Surface;
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