(ef6edf745) Fixed remote characters frequently getting stuck to the ragdoll state in multiplayer. Happened because the characters are forced to stay in ragdoll mode if they're moving more than 1 m/s, and if the character stops being ragdolled server-side and starts moving, the movement will prevent it from going back to normal state client-side. Now the client will simply determine the ragdoll state based on the ragdoll input from the server.
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@@ -9,7 +9,6 @@
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@@ -18,21 +17,11 @@
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<NoWarn>1701;1702;1705;618;1591</NoWarn>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
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<NoWarn>1701;1702;1705;618;1591</NoWarn>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x86'">
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<DefineConstants>TRACE;RELEASE</DefineConstants>
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<NoWarn>1701;1702;1705;618;1591</NoWarn>
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<PropertyGroup Condition=" '$(TargetFramework)' == 'netstandard2.0' ">
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<DefineConstants>$(DefineConstants);NET_CORE</DefineConstants>
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</PropertyGroup>
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@@ -76,10 +65,5 @@
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<DebugType>full</DebugType>
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<DebugSymbols>true</DebugSymbols>
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<PropertyGroup Condition="'$(Configuration)|$(TargetFramework)|$(Platform)'=='Debug|netstandard2.0|x86'">
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<DebugType>full</DebugType>
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<DebugSymbols>true</DebugSymbols>
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</PropertyGroup>
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</Project>
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