Props gibs should inherit velocity for most cases and prevelocity only for impact kills. - #11079
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Xenthio wants to merge 4 commits into
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Props gibs should inherit velocity for most cases and prevelocity only for impact kills.#11079Xenthio wants to merge 4 commits into
Xenthio wants to merge 4 commits into
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Pull request overview
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Adds damage context to prop destruction so gib creation can vary behavior (notably for impact breaks) and inherit appropriate rigidbody velocities.
Changes:
- Thread
DamageInfothroughKill→OnBreakto detect impact breaks. - Extend
NetworkCreateGibs/CreateGibsto accept awasImpactflag. - Use
PreVelocity/PreAngularVelocityfor gib physics only when broken by impact.
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This PR has been merged upstream. |
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Summary
Currently, prop will not have any just applied velocity handed down to their gibs, which means in basically all cases, props shot by bullets have their gibs unnaturally drop in place.
Motivation & Context
any just applied velocity is stomped by the impact damage prevelocity
Implementation Details
I added a comment in code about why I thought prevelocity was probably chosen in the first place, and why we don't need it for most cases.
This is 100% human slop, no AI did the thinking or bug finding here.
Screenshots / Videos (if applicable)
https://github.com/user-attachments/assets/5e8dc69c-c801-4059-9438-7f5fcf0f172e
(This video implement another fix for sandbox gamemode, which reorders bullet impact forces to be applied before damage, http://github.com/Facepunch/sandbox/pull/274)
Checklist