874 Commits over 426 Days - 0.09cph!
merge from generate_shorevector_optim
added indirect topology query job for normalized coordinates, improved TerrainWaterFlow from 11s to 900ms
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optimized shore vector generation - 1s without burst, 500ms with
- added indirect WorldPosition/Radii topology query and splt up slowest part of the shore vector generation to make use of it
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merge from missing_native_resetstaticfields_fix
added ResetStaticFields attribute to HitboxSystem and GameTrace, count any fieldtype with Native in the name as valid for field reset codegen
server compile fix for mil_tunnel_terrain_ignore_fix2
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very weak angular drive spring on ceiling light so it can't rest weirdly but still tilts nicely
merge from bc_viewmodel_fixes/frontier_hatchet
re-tuned BC on frontier_hatched_VM now that it's rendered in VM space rather than world
- less jitter
- actually moves in the right direction when spinning
corrected rotation delta rootmotionstrength modifier, was ivnerted
handling demo scrubbing and timescale 0 for batched projectiles
added editor-only debug convar to just spin mouse at a set speed on x-axis
RootMotionStrength applies to rotation properly (slerp reference rotation from previous to current when calculating delta)
constraint editor on by default
moved constraint editor to handles, re-used Unity's angular joint handles
gave BurstClothConstraint some rotation gizmos
fixed frontier hatched vm to use viewmodel camera
- moved fur shader to run as opaque, not transparent (it's opaque cutout) and skip depth blockout prepass on it
manual support for domain reloading in BC manager as it's in an assembly and can't opt in with the attribute
WearableNotifyTrophyMounted can take list of BurstCloth controllers to disable on trophy mounting
BurstClolth VM pass, just disabling collision and enabling ResetBonesOnDisable
better BC defaults, natural gravity and disabled collision
toggling BC with gesture beginning and ending on ViewModels
when bone transform resetting is enabled on VM burstcloth controllers, this stops it flinging up in the at the end of a gesture when the VM moves 100 units upwards in a frame
scene2prefab millitary_tunnel_1 (no hlod)
adjusted terrain ignore volume
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scene2prefab millitary_tunnel_1
adjusted volumes near chimney entrance
support for EnvironmentVolumes with non-square spatial volume shapes to use Capsule/Sphere colliders
corrected solid capsule gizmo render position (still just draws two spheres though)
call init on vhacd Paramters props to get legit default values
merge from basesculpture_rpccleanup
fixed checks on sculpture access permissions on BaseSculpture server RPCs
batched projectiles handle cameraclip avoiding code for thrown projectiles
BaseRaidBenchmark - only create extra Client if one doesn't already exist, it's double ticking projectile effect processing and making it look worse than it is
merge from projectile_jobs
handle null localplayer properly for demo playback
merge from dpv_bone_error
re-assigned model root to correct transform
merge from ambiencezone_nre_fix
check AmbienceManager instance is valid for AmbienceZone triggers (can NRE when leaving server)
don't serialize shoreVectorTexture
merge from projectile_jobs
fixed deferred schedule issue in OceanTrace path for when there is no water instance (basically just an issue in the Playground scene)
adjusted batch sizes for ocean traces as deferred scheduling seems to act on the capacity of the entire list rather than the count