886 Commits over 426 Days - 0.09cph!
wrapped baker in our own component and added IPrefabPreProcess validation and component stripping
- exposed ValidateColliders in inspector
merge from mil_tunnel_terrain_ignore_fix3
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hierarchy generation actually applies the transforms it gathers (still adds all colliders to the root)
split collider data SO out into its own file
better default params and fixed it not actually using the target MeshFilter it's given
package modifications
- built latest version 1.0.7 and replaced Windows DLL, gives access to more tuning parameters
- made lib editor only
- compatibility changes for new version
- removed old version linux and osx libraries, if someone cares to generate convex colliders on mac/linux then we can build them
added CoACD package locally to allow modification
draw physics world bounds on ValidBounds gizmos to ensure they line up sensibly
ceiling light fixes
- reconfigured fluorescent ceiling light joints to rest properly at all orientations
- don't force moving body back to init state when resting, it looks bad on anything but flat surfaces
- fixed pooled ceiling lights not resetting state correctly
burstcloth sims for small time period after pose/clothing changes to mannequin so it can come to natural rest but not always simulate
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