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
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Gaël committed 2026-10-21 20:46:13 +02:00
1 parent a34f42d53e
commit 00a9c1c26c
48 files changed
+5799 -435

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@@ -67,6 +67,7 @@ struct ProjDef {
float hit_knockback_force = 0.0f; // ProjectileComponent knockback_force (+5d0, default 0): a hit knocks back by knockback_force x speed x the projectile's VelocityComponent mass (00c091f0)
float ragdoll_explosion_mult = 1.0f; // config_explosion physics_multiplier_ragdoll_force (ConfigExplosion +0x108, default 1): scales the impulse an explosion gives the entities
int ragdoll_fx = 1; // ProjectileComponent ragdoll_fx_on_collision (+53c): RAGDOLL_FX NONE 0, NORMAL 1, BLOOD_EXPLOSION 2, BLOOD_SPRAY 3, FROZEN 4, CONVERT_TO_MATERIAL 5, CUSTOM_RAGDOLL_ENTITY 6, DISINTEGRATED 7, NO_RAGDOLL_FILE 8, PLAYER_RAGDOLL_CAMERA 9
float blood_count_multiplier = 1.0f; // ProjectileComponent +0x5dc
float ragdoll_force_multiplier = 0.025f; // ProjectileComponent (+5d4, default 0.025): scales the force vector of the hit
float velocity_mass = 0.05f; // VelocityComponent mass (+50, default 0.05)
float physics_min = 0, physics_max = 0.2f; // config_explosion.physics_explosion_power.min / .max: the force on rigid bodies (00657960)