/// </summary>
[CVarControl(AdminFlags.VarEdit)]
public static readonly CVarDef<float> MovementPushingVelocityProduct =
- CVarDef.Create("movement.pushing_velocity_product", -1f, CVar.SERVER | CVar.REPLICATED);
+ CVarDef.Create("movement.pushing_velocity_product", -9999f, CVar.SERVER | CVar.REPLICATED);
/// <summary>
/// Cap for how much an entity can be pushed per second.
/// </summary>
[CVarControl(AdminFlags.VarEdit)]
public static readonly CVarDef<float> MovementPushingCap =
- CVarDef.Create("movement.pushing_cap", 100f, CVar.SERVER | CVar.REPLICATED);
+ CVarDef.Create("movement.pushing_cap", 25f, CVar.SERVER | CVar.REPLICATED);
/// <summary>
/// Minimum pushing impulse per tick. If the value is below this it rounds to 0.
/// </summary>
[CVarControl(AdminFlags.VarEdit)]
public static readonly CVarDef<float> MovementMinimumPush =
- CVarDef.Create("movement.minimum_push", 0.1f, CVar.SERVER | CVar.REPLICATED);
+ CVarDef.Create("movement.minimum_push", 0f, CVar.SERVER | CVar.REPLICATED);
// Really this just exists because hot reloading is cooked on rider.
/// <summary>
/// </summary>
[CVarControl(AdminFlags.VarEdit)]
public static readonly CVarDef<float> MovementPenetrationCap =
- CVarDef.Create("movement.penetration_cap", 0.3f, CVar.SERVER | CVar.REPLICATED);
+ CVarDef.Create("movement.penetration_cap", 0.5f, CVar.SERVER | CVar.REPLICATED);
/// <summary>
/// Based on the mass difference multiplies the push amount by this proportionally.