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LuaCsForBarotraumaEP
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8de2eccff2b4ed2cd4bb23f12f2ca3eb72e3460e
LuaCsForBarotraumaEP
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Barotrauma
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BarotraumaShared
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Components
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Holdable
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
..
Holdable.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
LevelResource.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
MeleeWeapon.cs
2f107db...5202af9
2019-03-18 21:42:26 +02:00
Pickable.cs
2f107db...5202af9
2019-03-18 21:42:26 +02:00
Propulsion.cs
(7d0cf0d4f) Clamp forces in a bunch of more places where forces are applied to bodies
2019-04-03 16:21:38 +03:00
RangedWeapon.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
RepairTool.cs
(9bd8db487) Allow to aim in ladders when not moving.
2019-04-02 12:41:18 +03:00
Throwable.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