523 Commits over 214 Days - 0.10cph!
dropped explosion force multiplier on catapult by a factor of 10
towing looks for non-interactive layered collider setup on towable vehicles, no longer get useless towing prompts when you back up to the wrong side of siege weapons
allowed better validating from the towed vehicle whether it is in a state to be towed
- exposed through virtual in BaseSiegeWeapon at the moment, only the siege tower has cases where it doesn't want to be towed (when it's toppled)
using tow anchor transforms for angle testing, not body transform
limiting angle towing can be started at with toast popup to straighten up if a player's trying it at a wide-angle
ensuring towed siege weapons aren't forced to sleep while being towed
fixing tow joint constraints being incorrect when towing begins non-aligned
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using pooled lists for disabling client/server collider interaction in-editor
adjusted horse physics mat
horse skidding behaviour fixes and improvements
fixed horse reverse jittering/bouncing
reset ragdolling player flags properlly if they unmount at any point (usually early dismount from dying) - stops player model getting stuck in cursed states
initial chunking from shared sdf set
updated xmas advanced lights bulbPrefab to point to renamed testbulb prefab (wasn't updated with a guid change from renaming)
change approach to be parallel friendly, triangles are found in parallel and then vertices are found in serial (cached by triangle edge to re-use between triangles that share an edge)
- flat array layout of the SDF array is terrible for caching in this setup, but still see a benefit from this approach
ignoring null GameObjectRef fields for prefab validation, as they can only be runtime use
- null fields weren't being handled, but a non-serialized GameObjectRef was added in
106912 and tripping up manifest generation
compile fix for leftover editor only HotReload util in LookAtIOEnt
in-editor carving test setup improvements
vertex sharing at generation time
merge from garage_door_collider_optim
added ClientIOLineParentClampedBounds to manage IO points on garage doors
- actual collider parent movement doesn't match the visuals, so we define a local bounds (re-mapped to OBB on awake) that the points are clamped to be within
sanity editor script to find doors using ClosedColliderRoots (only the garage doors are)
separated closed collider flags on garage door into mutually exclusive closed and busy collider sets - should significantly reduce the number of active colliders in a sealed base
dirty SDF sculpting proof of concept, in-editor test setup only
super basic in-editor marching cube setup to make experimenting a bit easier
testing setup for fitting marching cubes to mesh
bumped render queue on hit guide up to avoid issues with disappearing inside sculpture at times
handling item condition properly on ice sculpture deployables
made smoothing less aggressive (still destructive, just less so)
fixed sculpting operations being too aggressive near border edges (resulting in additive not adding)
drag support across plane defined by first click for all 3 modes
- also actually hooked up the clear button to reset the block
dropped min-carve in gui to 1, though it can be a little inconsistent on border edges
mostly breaking ice triplanar but forcing it to use local position for triplanar shader for now while testing in-gui sculpting
demo implementation of sculpting in painting dialogue
- hacky and dirty as hell right now, but enough to try it
adjusted gui slider values
initial ui sign.update.sculpture prefab variant
merge ice_sculptures->main
- addresses majority of feedback from previous playtest
added SculptingToolData to all relevant weapons (currently any melee weapon that does stab damage)
better defaults on sculpting tool data
hit guide for carving/smoothing is painted onto the ice itself in the sculpture shader, additive mode still uses the 3D sphere hit guide as it's more appropriate to that mode
- also some cleanup and a fix for the hit guide getting stuck when switching items in some situations
added additive mode for tools that puts ice back - only on the ice pick right now for testing
initial smoothing from water splashes
- can't splash with sprinklers (too high amount requirement)
initial support for per-tool carving settings
- separated mask of carving modes and settings for shapes / sizes
- only added to the jackhammer and icepick, need to set it up for all other piercing damage melee weapons
handling serverside collision with a coarse collider, this disallows shooting through holes made in the sculpture
not completing sculpture physics bake in the main thread and instead deferring completion until before the next physics step
- drastically reduces impact of sculpting and loading sculptures on the main thread, the bake is generally finished before the frame is finished