userGriglercancel

1,296 Commits over 548 Days - 0.10cph!

Yesterday
merge from boat_wall_trigger_improvements
Yesterday
merge from ramp_plank_parenting_fix
Yesterday
merge from kinematic_shoredrift_fix
Yesterday
merge from trigger_parent_nre_fix
Yesterday
rebuild censor chunks and reapply properly when censorsigns changes
Yesterday
merge from obb_test
Yesterday
removed 3D gaussian blur entirely, it was too slow
Yesterday
split censoring XYZ segment counts and convarred, defaulting to (4,5,4)
Yesterday
local-region OBB pointcloud fitting
Yesterday
slight cleanup, disabling blur for now
Yesterday
2 Days Ago
very slow starting point for censored mesh creation for HideSigns mode - break down chunks into set of local bounds - approximate bounds with sphere SDFs - single 3D gaussian blur step to crunch up the spheres
2 Days Ago
merge from parent
2 Days Ago
handle height comparison on all bake shore vector data when applying, only 1 of the 4 data arrays was doing it correctly
3 Days Ago
invalidating cached BaseEntity for TriggerParent OnTransformParentChanged - fixes boats not parenting you again after editing them
3 Days Ago
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3 Days Ago
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3 Days Ago
merge from fixedupdate_cleanup
3 Days Ago
TriggerForce also uses a cancellable InvokeFixedTime based on empty state
3 Days Ago
split JunkPileWater FixedUpdate into timed InvokeRandomized to replace nextPlayerCheck timer and UpdateMovementFixedTick on InvokeRepeatingFixedTime only when a player is nearby
3 Days Ago
removed FixedUpdate from TriggerPlayerForce in favour of cancellable FixedTime reapting invokes based on trigger contents - we have a lot more of these with boats now
3 Days Ago
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
4 Days Ago
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4 Days Ago
Islands cleanup job, stops any loose disconnected bits hanging around - bit of an odd one, requires a flood fill that touches any cells above the iso threshold but not to traverse beyond them or we end up ruining the vertex interpolation
4 Days Ago
don't try and modify velocity of kinematic bodies that are undergoing shoredrift
4 Days Ago
improved transform access
4 Days Ago
don't touch any tick interpolator stuff for NPCs during MovePosition
4 Days Ago
merge from triggerparent_pooling_leak
4 Days Ago
bake shore vectors in s2p, required changing s2p to run as an editor coroutine which needs more testing
4 Days Ago
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4 Days Ago
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4 Days Ago
switched out parent triggers on plank and small_ramp deployables to use delayed exit
5 Days Ago
5 Days Ago
merge from ice_sculptures2 - renamed old christmas2025_dlc/ice_sculpture to get it out the way, the merges were too broken
5 Days Ago
5 Days Ago
mrege from parent
5 Days Ago
merge from ice_sculptures2, kept source to override previous merge from older changeset
5 Days Ago
extended boat wall parent triggers upwards, handles low walls on top without a floor piece much better
5 Days Ago
cleaned up leak in TriggerParent.IsClipping
8 Days Ago
merge from wall_parenting_triggers
8 Days Ago
handle boat building blocks potentially having a set of parenting triggers from conditional models, added parenting triggers to wall variant prefabs - didn't add them to low walls as they should always be in the volume of a foundation/wall anyway
9 Days Ago
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9 Days Ago
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9 Days Ago
shift DeployAndEditCooldown to the end of the frame, the Busy flag it sets messes with some vehicle initialization behaviour otherwise
10 Days Ago
removed TerrainCollisionTrigger component that shouldn't have been on PTBoat
10 Days Ago
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10 Days Ago
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10 Days Ago
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10 Days Ago
don't let you push a PlayerBoat if you're parented to it