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LuaCsForBarotraumaEP
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8de2eccff2b4ed2cd4bb23f12f2ca3eb72e3460e
LuaCsForBarotraumaEP
/
Barotrauma
/
BarotraumaShared
/
Source
/
Characters
History
Joonas Rikkonen
8de2eccff2
(7d0cf0d4f) Clamp forces in a bunch of more places where forces are applied to bodies
2019-04-03 16:21:38 +03:00
..
AI
(9bd8db487) Allow to aim in ladders when not moving.
2019-04-02 12:41:18 +03:00
Animation
(7d0cf0d4f) Clamp forces in a bunch of more places where forces are applied to bodies
2019-04-03 16:21:38 +03:00
Health
(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)
2019-04-01 22:47:22 +03:00
Jobs
2f107db...5202af9
2019-03-18 21:42:26 +02:00
AICharacter.cs
2f107db...5202af9
2019-03-18 21:42:26 +02:00
AIChatMessage.cs
38f1ddb...178a853: v0.8.9.1, removed content folder
2019-03-18 20:39:27 +02:00
Attack.cs
(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)
2019-04-01 22:47:22 +03:00
CauseOfDeath.cs
38f1ddb...178a853: v0.8.9.1, removed content folder
2019-03-18 20:39:27 +02:00
Character.cs
(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.
2019-04-03 16:21:22 +03:00
CharacterInfo.cs
(ae643deeb) Added alive checks to a couple of diving gear status effects (don't consume tanks when dead)
2019-04-01 22:47:22 +03:00
CharacterNetworking.cs
(2a183f60c) Merge branch 'dev' of
https://github.com/Regalis11/Barotrauma-development
into dev
2019-04-01 22:51:07 +03:00
Limb.cs
(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.
2019-04-03 16:21:22 +03:00
NPCPersonalityTrait.cs
f8b0295...0671290
2019-03-18 23:30:58 +02:00