730 Commits over 334 Days - 0.09cph!
removed WaterVisibilityTrigger from xmas dungeon cell prefabs
removing WaterVisibilityTrigger from all halloween procedural dungeon cell prefabs and set it to not spawn a christmas dungeon
added TowConfig prefabattribute that's retrieved and combined between two objects when towing begins
- combines to the most restricted settings of both configs (a towing object may allow free rotation on an axis that the towed object may need to restrict)
cars ticking tow attachment properly and handling detaching
adjusting layering and position of towing anchors and triggers
removed dependency on BaseEntity from AttachTo
more towing
- inverted control of towing attachment
- simplified AttachTo func, we can get the anchor points internally with information from the interface
corrected body used by horse for towing and some hitch->tow renaming
separation of towing (renamed from hitching) into its own class, exposing an interface for things that want to tow or be towed (shared interface, the joint goes both ways)
merge from flow_vector_field
corrected offset of dpv mounting bounds check
fixed water on billb test map
not applying flow forces on lakes, the water is still
- also cleaned up the accumulation of the flow force, the amount of nesting was horrific
accidental doubling up of waterflow generation for rivers
dirty prototype of converting terrain alpha map to holes map to replace terrain ignore volumes from physics checks
let dpv be picked up with fuel and give you the fuel if you do
using parallel call to populate water flow from shore vectors
not serializing flowmap, we can just generate it on load
merge from world_update_2
added additional checks to dpv mounting to make it harder to get stuck
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bc - brought root motion strength on frontier hatchet up slightly from zero
merge from world_update_2
non-linear flow scaling, with further tuning
merge from world_update_2
scaling flow forces with shore distance (needs more tuning)
merge from world_update_2
burstcloth - fix to initialization of collision direction when initialized with some rotation (only come up as a problem in media prod so far)
waterflow changes
- corrected ordering of writing water flow from shorevectors and river tangents
- moved generation of WaterFlowMap into PostProcessing and put it all in one place
better separation of flow vector/angle generation, still need to find a proper home for it
functional waterflowmap
- saved/loaded like other terrain data
- need to adjust where it's written to, it's still hacked into other terrain generation processes
basis of water flow terraindata
- compressed y-axis rotation of a world-aligned forward vector to a byte (about 0.71 degree error) in -pi to +pi range
merge from world_update_2
merge from world_update_2
Merge from dpv_anim_transition_fix
- contains a change to BaseMountable.Mount that replaces an RPC call to ForcePositionTo with an immediate network update on the player
replaced an RPC call to ForcePositionTo with an immediate net update of the player when mounting
- both feel responsive, but seperating the change in position from the mounted state caused an edge case in anim state transitions
added condition to normal swimming->standing transition to not be mounted
added direct transition from swimming<-->sitting anim states, driven by water level - this stops the anim graph from always passing through standing when mounting or dismounting DPV
merge from world_update_2
updated manifest (dpv was lost in the merge)
merge from world_update_2
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Null check on water visibility grid, should stop scene issues with terrain
(didn't catch it was executed in edit mode as well)
update non-convex mesh tool to check for deployables that place onto slots without socket chekcs
bumped exception report message max size to 600 and tied it to a convar (can't be set lower than the original maximum)
- this codegen also includes the new servside ragdoll default convar from
104903
merge from watervisibilitygrid_fixes