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Pose transitions in FBT with enabled game's option for running FBT animations
Limit movement drag to 50 Settings listener on destroy
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commit
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6 changed files with 28 additions and 11 deletions
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@ -284,6 +284,7 @@ namespace ml_prm
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if(BodySystem.isCalibratedAsFullBody)
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BodySystem.TrackingPositionWeight = 0f;
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// Copy before set to non-kinematic to reduce stacked forces
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foreach(var l_link in m_boneLinks)
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l_link.Item2.CopyGlobal(l_link.Item1);
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@ -322,10 +323,10 @@ namespace ml_prm
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}
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}
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}
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}
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foreach(Collider l_collider in m_colliders)
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l_collider.enabled = m_enabled;
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foreach(Collider l_collider in m_colliders)
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l_collider.enabled = m_enabled;
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}
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}
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public bool IsRagdolled() => (m_enabled && m_avatarReady);
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@ -62,7 +62,7 @@ namespace ml_prm
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Hotkey = (bool)ms_entries[(int)ModSetting.Hotkey].BoxedValue;
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VelocityMultiplier = UnityEngine.Mathf.Clamp((float)ms_entries[(int)ModSetting.VelocityMultiplier].BoxedValue, 0f, 50f);
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RestorePosition = (bool)ms_entries[(int)ModSetting.RestorePosition].BoxedValue;
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MovementDrag = UnityEngine.Mathf.Clamp((float)ms_entries[(int)ModSetting.MovementDrag].BoxedValue, 0f, 100f);
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MovementDrag = UnityEngine.Mathf.Clamp((float)ms_entries[(int)ModSetting.MovementDrag].BoxedValue, 0f, 50f);
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AngularDrag = UnityEngine.Mathf.Clamp((float)ms_entries[(int)ModSetting.MovementDrag].BoxedValue, 0.5f, 50f);
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Gravity = (bool)ms_entries[(int)ModSetting.Gravity].BoxedValue;
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@ -116,7 +116,7 @@ namespace ml_prm
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VelocityMultiplierChange?.Invoke(value);
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};
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ms_uiElements.Add(l_page.AddSlider("Movement drag", "Movement resistance", MovementDrag, 0f, 100f));
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ms_uiElements.Add(l_page.AddSlider("Movement drag", "Movement resistance", MovementDrag, 0f, 50f));
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(ms_uiElements[(int)UiElementIndex.MovementDrag] as BTKUILib.UIObjects.Components.SliderFloat).OnValueUpdated += (value) =>
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{
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MovementDrag = value;
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