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🎮 Enabled character/actor collision in multiplayer. #3050

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This is an experimental spinoff from #3049. I felt inspired.
characterCollNetworkedDaf

Since the collision works by "sticking" the character to the actor while in contact, I realized I could extend our existing driver-attachment logic to also handle this attachment.

It's glitchy right now, partly because the networked cab offset is always in world coordinates, so it causes sliding when the vehicle turns.

This is an experimental spinoff from RigsOfRods#3049. I felt inspired.
Since the collision works by "sticking" the character to the actor while in contact, I realized I could extend our existing driver-attachment logic to also handle this attachment.��It's glitchy right now, partly because the networked cab offset is always in world coordinates, so it causes sliding when the vehicle turns.

Minor cleanup: removed the `enabled` param from `SetActorCoupling()` because it was dummy.
…king

how it works: once rorbot touches cab, it's position is 100% overriden by the cab position + rorbot's local position inside that cab's space (using transformation matrix).
currently cab collision is disabled, only the debug UI buttons can glue rorbot to cab.
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ohlidalp commented Jun 1, 2023

I'm trying to fix the turn-sliding problem and I'm not vey successful. I managed to glue the character onto the cab so he doesn't slide but can't walk either and the positioning is still off. See commit (DEBUG - DIRTY) super-glued rorbot on cab, sliding gone but so is walking
obrazek

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