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
ec7e23061bc1f7b3e03ca7192c722796b872a294
LuaCsForBarotraumaEP
/
Barotrauma
/
BarotraumaShared
/
Source
/
Networking
T
History
Joonas Rikkonen
ec7e23061b
(38b5d9aad) Experimental changes to syncing ragdolled (unconscious/dead) characters: - Higher error tolerance when syncing the positions. It's often hard to get the main limb exactly to the same position as the collider, because the positions of the limbs aren't synced and the pose of the ragdoll may differ between the server and clients. Increasing the tolerance makes it less likely for dead/unconscious characters to "twitch" when the game attempts to force the main limb to the position of the collider. - If the position of the ragdoll differs from the position of the collider so much that CheckDistFromCollider disables limb collisions, apply an additional force to all limbs to force the ragdoll to the correct position. Otherwise the ragdoll can occasionally start "hanging" midair, clipping through solid objects, because the main limb's pull joint doesn't necessarily have enough force to pull the entire ragdoll up to the collider.
2019-04-01 22:47:03 +03:00
..
FileTransfer
(38b5d9aad) Experimental changes to syncing ragdolled (unconscious/dead) characters: - Higher error tolerance when syncing the positions. It's often hard to get the main limb exactly to the same position as the collider, because the positions of the limbs aren't synced and the pose of the ragdoll may differ between the server and clients. Increasing the tolerance makes it less likely for dead/unconscious characters to "twitch" when the game attempts to force the main limb to the position of the collider. - If the position of the ragdoll differs from the position of the collider so much that CheckDistFromCollider disables limb collisions, apply an additional force to all limbs to force the ragdoll to the correct position. Otherwise the ragdoll can occasionally start "hanging" midair, clipping through solid objects, because the main limb's pull joint doesn't necessarily have enough force to pull the entire ragdoll up to the collider.
2019-04-01 22:47:03 +03:00
NetEntityEvent
(38b5d9aad) Experimental changes to syncing ragdolled (unconscious/dead) characters: - Higher error tolerance when syncing the positions. It's often hard to get the main limb exactly to the same position as the collider, because the positions of the limbs aren't synced and the pose of the ragdoll may differ between the server and clients. Increasing the tolerance makes it less likely for dead/unconscious characters to "twitch" when the game attempts to force the main limb to the position of the collider. - If the position of the ragdoll differs from the position of the collider so much that CheckDistFromCollider disables limb collisions, apply an additional force to all limbs to force the ragdoll to the correct position. Otherwise the ragdoll can occasionally start "hanging" midair, clipping through solid objects, because the main limb's pull joint doesn't necessarily have enough force to pull the entire ragdoll up to the collider.
2019-04-01 22:47:03 +03:00
Voip
2f107db...5202af9
2019-03-18 21:42:26 +02:00
BanList.cs
2f107db...5202af9
2019-03-18 21:42:26 +02:00
ChatMessage.cs
(5c35a640e) Update tutorial-rework with dev
2019-03-27 20:52:47 +02:00
Client.cs
5202af9...3ea33fb
2019-03-18 22:24:07 +02:00
ClientPermissions.cs
(3db48532f) Give joining players "None" permissions by default (so server hosts can automatically give players some permissions if they want to). Save client permissions using the name of the permission preset instead of listing all the permissions given by the preset. Partially implements
#1334
2019-04-01 14:25:33 +03:00
EntitySpawner.cs
633e54b...7cc231b
2019-03-20 14:25:03 +02:00
INetSerializable.cs
2f107db...5202af9
2019-03-18 21:42:26 +02:00
NetBufferExtensions.cs
Updated to MonoGame 3.6 + Directory refactor
2017-06-27 09:52:57 -03:00
NetConfig.cs
(38b5d9aad) Experimental changes to syncing ragdolled (unconscious/dead) characters: - Higher error tolerance when syncing the positions. It's often hard to get the main limb exactly to the same position as the collider, because the positions of the limbs aren't synced and the pose of the ragdoll may differ between the server and clients. Increasing the tolerance makes it less likely for dead/unconscious characters to "twitch" when the game attempts to force the main limb to the position of the collider. - If the position of the ragdoll differs from the position of the collider so much that CheckDistFromCollider disables limb collisions, apply an additional force to all limbs to force the ragdoll to the correct position. Otherwise the ragdoll can occasionally start "hanging" midair, clipping through solid objects, because the main limb's pull joint doesn't necessarily have enough force to pull the entire ragdoll up to the collider.
2019-04-01 22:47:03 +03:00
NetIdUtils.cs
Removed unnecessary using directives
2017-07-05 18:35:09 +03:00
NetworkMember.cs
2f107db...5202af9
2019-03-18 21:42:26 +02:00
OrderChatMessage.cs
2f107db...5202af9
2019-03-18 21:42:26 +02:00
RespawnManager.cs
2f107db...5202af9
2019-03-18 21:42:26 +02:00
ServerInfo.cs
38f1ddb...178a853: v0.8.9.1, removed content folder
2019-03-18 20:39:27 +02:00
ServerLog.cs
409d4d9...aeafa16 (merge human-ai)
2019-03-18 22:52:17 +02:00
ServerSettings.cs
(5c35a640e) Update tutorial-rework with dev
2019-03-27 20:52:47 +02:00
SteamManager.cs
2f107db...5202af9
2019-03-18 21:42:26 +02:00
Voting.cs
ad0bbaf...7245c72
2019-03-18 22:39:57 +02:00
WhiteList.cs
2f107db...5202af9
2019-03-18 21:42:26 +02:00