616 Commits over 245 Days - 0.10cph!
added editor tool to dump CoarseQueryGrid as an image (normalized R8)
- highlighted how much the train tunnels screw this optim
merge from train_prevent_building
added preventbuild volumes to unloadable train wagons
initial grid setup
- common job-friendly QueryGrid structure that also replaces the checks made in WaterVisibilityGrid, they would still need to be followed up by physics queries though
- needs cleanup
merge from train_prevent_building
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LOS tests, split into two tests
- first generates random test cases from a basic setup
- second loads the saved set of failing cases (created by running first test with a convar on)
fixed wrong check stopping consoletoggle params from working
added a "what uses this in this prefab?" that's only accessible from a prefab view but is way faster than unity's "Find References in Scene"
- prints the whole GameObject.Component.PropertyPath name to make it easier to find in the component as well
merge from bike_ragdoll_fixes
ensure ragdoll velocity timeout is always initialized in cases where ragdolls spawn with near-zero velocity
gave rc drones a grenade inventory and the ability to drop grenades out of it
made it juiicier
- better controls, hip movement with bouncing, threw some mats on, added some suspension sounds with the bouncing
initial pogostick setup, hold shift to pogo and pid-controlled leaning to change the direction
manifest gen
setup constractble entity for handcar, letting you deploy it onto rail and then construct it in-place like siege weapons
made handcar deployable, with a new socketmed_rail that requires it to be within a defined radius of a rail and aligns it to the spline
fixed mount preview players not drawing legs in most cases
- re-assigend renderers to LODGroup in skin_legs.male.prefab, shouldn't affect anything else because we manage it separately from that anyway
- also added toggle for mount position/eyeposition handles on vehicles
better control of max speed of handcar (previously could reach the general max train speed), pumping speed is driven from both player input and track speed, better ik placement
turned wind off on HandcarFunc mat
wheels actually spin
- includes quick tool to create a parent for sibling transforms positioned at the centre of their render bounds
setup pumping on the handcar
- consumes metabolism over time, similair to bicycle
- also switch seats to use the horse pose because it's funnier
basic pumping and setting correct ikset for each mount point
handcar seat setup with some hand ik targets
manifest
small vehicle editor fix to not spam assert errors when no mount points are set
setup basic handcar prefab, able to move on track by just setting a force override convar at the moment
manifest gen + codegen
moved handcar under trains folder
reverting scene changes from merge that look unintentional
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added mountanybox command to mount first non-mounted bot in targeted vehicle (or create a bot for it if non exist)
corrected AABB distance check (only used in HitBoxSystem and difference not significant for current projectile sizes)
properly force resetting player entity rotation and view angles for remote players when dismounting
fixed horse ragdolling twice due to damage events not having been cleared from before ragdolling
let consoletoggle command take a parameter to force the panel you want to open (values 1-6 for the different panels)
eg: 'consoletoggle 1' will always open the console panel
merge from catapult_ragdoll_fix
disabling collision between ragdoll and its initiator
fixed catapult admin reload with player ammo
merge from ragdoll_dismount_improvements
improved dismount position setup of player temp ragdoll and ensure that ragdoll colliders don't get caught in the dismount checks
setup buoyancy on player temp-ragdoll (requires scaling due to increased gravity, higher water drag to not let you skim the player like a stone)
- fixed ragdoll setup to mark the prefab as dirty
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merge from catapult_ragdoll_visibility_fix
forcing culling visibility of player with ragdolling
merge from horse_double_ragdoll_fix
resetting airtime and grounded state when horse exits ragdoll
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