This website requires JavaScript.
Explore
Help
Sign In
vlad.os
/
LuaCsForBarotraumaEP
Watch
0
Star
0
Fork
0
You've already forked LuaCsForBarotraumaEP
Code
Issues
Packages
Projects
Releases
Wiki
Activity
Files
8de2eccff2b4ed2cd4bb23f12f2ca3eb72e3460e
LuaCsForBarotraumaEP
/
Barotrauma
/
BarotraumaShared
/
Source
/
Characters
/
Animation
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
..
Params
(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
AnimController.cs
38f1ddb...178a853: v0.8.9.1, removed content folder
2019-03-18 20:39:27 +02:00
FishAnimController.cs
(7d0cf0d4f) Clamp forces in a bunch of more places where forces are applied to bodies
2019-04-03 16:21:38 +03:00
HumanoidAnimController.cs
(7d0cf0d4f) Clamp forces in a bunch of more places where forces are applied to bodies
2019-04-03 16:21:38 +03:00
HumanoidAnimParams.cs
2f107db...5202af9
2019-03-18 21:42:26 +02:00
Ragdoll.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