use impactforce to applyimpulse for stock physics too
add an optional explodeOnTmeout
for nonballistic projectiles, track if they hit something before their armingdelay is up, and delete them next simulation cycle
players and vehicles can both be the controlobject, or you can control a vehicle *through* a player.
set the health bar/text controls to reflect that state
included in root/data/ as a module so theres a generic folks can riff off of
additionally, includes a physcs based damage option inspector exposed augment for velicity based collisions, as well as utilities for applying damage to the object a given thing is mounted to
further. also fixes a lack of vehicles being able to use thier mvTriggerCount4 and 5 for the additional 2 mountpoints allowed
player:
apply to player min/max angle
allow fallingspeedthreshold to go negative
splashdata:
velocity, hieght, acceleration and startradius can all be negative
wrap material animation range from -1 to 1
Should render fallback for namedTarget if namedTarget fails
Add safety around namedtarget getTexture to stop assert
Missing assets should revert to fallback image and print a warning to console
Remove REFACTOR tag from all macros.
adds ability to get image metadata without loading the texture
since we are using the getOwned parameter correctly now new assets must have the full path to the image file when being created
when the asset becomes owned again the image file path will be updated.
update getAssetIdByFilename to also check the imageFile of the asset
This helps match filenames for assets created privately such as probe bakes and targets
fixed more merge conflicts (afxZodiac and MaterialDefinition)
Updated cubemapdata to use refactor asset
added new part to image_asset macro to create a private asset if the file exists.
updated reflectionProbe errors to actual function name where the error occurs.
bump default fidelity from 0,0001 to 0.01
fix F32Range. needs to go from - to +, not smallest to largest positive value
fix several misasigned validator ranges. most of which use some form of -1 default to do a Special Thing
report *what* field is an invalid console type
prune down floating point fuzzed validators to 0
default the visual fidelity to POINT_EPSILON (0.0001) rather than 1/FLT_MAX
use the bit(bitcount) macro for legibility
fix breakangle