1,491 Commits over 669 Days - 0.09cph!
merge from playerboat_tests
replaced missed topology usage
replace topology query in road terrain modification with type query
better entry/exit spawning, road positions snap onto mesh (should really be baked into the prefab)
- no middle segment spawning
- need to do more work on defining bridge points and adjusting paths to align better
super wip bridge entry segment spawning, just testing high level approach and prefab setup
brought length relaxation back up to 1, mistakenly tweaked and caused small clipping
initial BC pass
- revert per-prefab overrides on BC controller, all modifications done on base prefab
- controller setup for low iteration count with low root motion strength
added additional filter to Any grid query, lets you set an ignore filter for contents that you never care about and can consider the region "empty" for - as well as the usual filter based on gameplay spec (finer distance, player state, etc.)
- lets us sleep the WakeAIZ properly while still allowing early-exit on the first found filter-matching player
corrected empty grid logic
switch to AnyPlayersInSphereFast to inline non-npc + trigger volume checks against players, avoids gathering all players in a huge region to then get a passing check on the 1st one, still provides information on whether the grid regions checked were all empty to allow the trigger to stop ticking
additional boat types, missing files
DDraw.Arrow passes distanceFade and zTest params to the Line() call correctly (was just repsected by the arrow head)
basis for bridge generation, just finding bridge segments on road paths and breaking down into entry/middle/exit sections
made ProceduralMapRoadSimple usabel
storing "point types" in PathInterpolator to let per-usecase definitions of types along path points - initially only having circular road ring define some path types for BridgeExitEntry and BridgeSegment to have it sit above water instead of bringing terrain up to it
added a bunch more boat layouts for testing
basis of test to print table of front-on drag of a set of different copypaste boats, going to be used for retuning drag-by-angle values
drag consistency fix
- track generated rays on each drag projection plane, in some situations it could result in generating an extra ray and alter drag values
- all tests now passing
added test case to retest specific known-failing drag consistency tests
- adjust TestFixture to allow it to run non-public test methods so my dodgy BoatRotFailSetup test parameter struct doesn't need to be public
▌ ▊█▊▊▅█▊▋▄ ▍▇▉▄▋▄█▌ ▋█▅▅▅▉▍▊ ▄▋▄▍▉▌█▍▉ ▅▌ ▉▇▅▍▄▉▊ ▊▌▉▌█ ▅▌▅▊ █▄▋▉▍▊▄▄▊ ▉▌ ▉▅▌▉▉ ▊▅▍█▊ █▄▉█▌▄▅▅ ▇▍▅█ ▅▄▍▋▉▍▌▇▄▆ ▉▋▅▉▄ ▍ ▇▋▍▌▊▄ ▍▍▅ ▄▄▉▌▍▇▊ ▊▄▍▋▊▋ ▅▆▄▄▉▆▉▋ ▇▇▍▆ ▌▉▍▆ ▋▅▄▍▊█▍▇▉ ▅▍▍▅▄▊▇▆ ▊▊▋▌▉▉▋▇▇ ▋▋▉▊▄ ▋▊▇▇▌▋▊▅▊▇ ▋▉ ▇▆▊▊▆▋▊▍▅▍▅ ▇▅ ▉▆▊▆▋ ▆▋▌▄▅▆ ▋▋ ▋▉▉▉ ▍█▅▄ ▆█▋▋█▍▍ ▊▍▌█▍▅▆█▄▍▍▄ ▄▊ ▆▅█▍▉▍ ▄▇▊▍▋▆▅▇▌▍ ▉▆▆▋▅ ▅▆ ▋▋▉ ▉▅ ▉▊▄ ▇▅▇▍▇▆ ▌▍ ▄▌▇▆ ▌▋ ▋▍▌▊▅ ▇▊▌▆▉▄ ▌▊ ▅▍█▍ ▌▄▌▇ ▅▌▇█▊▋ ▇▅▍▌▍█▍▄▊▊▉ █▆█▉▌▌▍ ▉▊▊▍▊▍ █▆▍█▉▅█ ▅█▊▆▊▇▊ ▅█▊ ▄▇▋▇▇▌█▌ ▆▄█ ▍▍▄█ ▉▍█▋█▉██ ▅▇▍▉▆▌ ▉▆ ▌▄▍ ▊▊▌▊ ▄▇▉ ▉▇▅▄▆█ ▊▌▄▇▆ █▄ ▄▉▌▉▍ █▆▅▄▊▌▊ ▌▄ ▇ ▋▋▇▇▇▌▄▅ ▇▅▅▉▍█▋▅ ▍ █▄▍▅▋ ▇▊▊▄▇▉▊▇█ ▇█▆▄▇▄ ▌▄ ▅▄▇▉█ ▌▍▇▋▆█ ▌▅▌▄▆▍▇ ▋▊ ▆███▄▋▌▄ ▊ ▇▇▅▅▇▍ ▌▋▆▍ ▌▋ ▋▉▆▅█▆▉▇ ▄▄ ▄▇▆ ▌▊▉▍▉▊▍▌▋ ▇▌▇▋▌ ▌▆▉▋ █▍ ▍▉▌▅▆ ▉█▇▋▉ ▇▇▋ ▍▉ ▆▇▋▋▆▌ ▌ ▍▆█▌▋ ▇▊▅▉▆▉█▆ ▆▋▇▊▍
handling direct transition between different parent entities properly, the coordinate system changes so it needs to reset tracking, also removed some bad state resets
- added convar to broadcast ddraw information on dropped item clip checks and collider state to _all_ players (help info makes it clear)
removed CLIENT preprocessor requirement from TestRunner window/pipeline
rewrote paste test to monitor linear/angular velocity instead
- locked playerboat tests behind just Server define, too many listen-server issues to reliably test it in combined
added test to see if pasted boats are positionally stable to check assumption of other tests (they aren't)
added simple drag-by-angle consistency tests
- replaced galleon copypaste data with square/rectangle/triangle simple boat shapes
basic test that boat can be pasted and is floating in water
refactored to ScopedOcean to setup fixture-scoped flat ocean
minimum setup required to run a test with ocean
merge from droppeditem_improvements (compile fix)
merge from droppeditem_improvements (compile fix)
merge from droppeditem_improvements
wrapped DroppedItem RB-removal behaviour behind `droppeditem.remove_rb_on_sleep` convar (defaults off, very experimental)
- only changes existing dropped items as they become inactive/active, doesn't go through and remove bodies from anything
dropped item improvements with vehicles
- item clipping check data stored in LS, behaves properly with boats now instead of falling through all the time
- experimenting with destroying/adding RB components instead of setting kinematic
kind of hacky BC fix to allow scaling BC without breaking the positions of chains
- adjusts LengthModifier by inverse of minimum lossyScale to simulate larger in WS to cancel out the incorrect scale when adjusting transforms in LS with bonestates
- need a more legitimate fix for VMs as I hadn't realised how much scale was effecting it
▌ ▌▉▇▊▌ ▊▉▇▆ ▌▅▊▅▍▇▅█▌▌▄▇▇▆▅▅▆▋▋▆▆▋▊▍▇
▇ ▄█▋▆▆▆▄ ▄▄▊▌ ▉▉▌█▌▊▋▋ ▊▉▌▅ ▌▆▊▍▍▌▅▍█▌▇▉▊▆▍ ▄▍▇▇▄▉ █▍ ▌▊▆▆█▍▌▋▋ ▅▆▌▄▉▇▅▅ ▍▋▇▋▆▇▌ ▊▊▋▋▆▆▌▊▇ ▇▌ ▆▊▉▊▍ ▉▄▉ ▇▇ █▍▉ ▊▆▅▄▋▅▆▉ ▇█▊▌▆▅▉█ ▆▊█▋▊▄ █▊▆▋ ▋▊▋▍ █▅ ▋▅▅▍