Lot of bugfixes

* Adding clipper to generate the terrain's negative powder-contour offset.
* Fixing RDB issues (fracture, active trigger, performances)
* Fixing blood emission
* Fixing the freezing formula on liquids
* Fixing Steve spawning due to a missed test.
* Reaction table properly build
This commit is contained in:
Gaël committed 2026-10-21 20:46:13 +02:00
1 parent a34f42d53e
commit 00a9c1c26c
48 files changed
+5799 -435

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@@ -208,6 +208,7 @@ const ProjDef* ProjectileSim::def_from(const std::string& file, const EntityDef&
d.dont_damage_shooter = attr(pc, "explosion_dont_damage_shooter", 0) != 0;
d.not_scaled_by_gamefx = attr(pc, "config_explosion.not_scaled_by_gamefx", 0) != 0;
d.hit_knockback_force = attr(pc, "knockback_force", 0.0f);
d.blood_count_multiplier = attr(pc, "blood_count_multiplier", 1.0f);
d.ragdoll_force_multiplier = attr(pc, "ragdoll_force_multiplier", 0.025f);
if (pc) { // (the packet's RAGDOLL_FX: 00c091f0 copies ragdoll_fx_on_collision)
static const char* fxNames[10] = {"NONE", "NORMAL", "BLOOD_EXPLOSION", "BLOOD_SPRAY", "FROZEN", "CONVERT_TO_MATERIAL", "CUSTOM_RAGDOLL_ENTITY", "DISINTEGRATED", "NO_RAGDOLL_FILE", "PLAYER_RAGDOLL_CAMERA"};