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1,804 Commits over 822 Days - 0.09cph!

8 Months Ago
allow a BaseEntity to refuse gib parenting, only setting for JunkPileWater at the moment as its frequent transform updates causes gibs to fall in slow motion on the client
8 Months Ago
added kinematic body to ghostships, allows us to use MovePosition/MoveRotation for better physics behaviour
8 Months Ago
merge from main
8 Months Ago
beanbags - simplified collision mesh complexity, reduced colliders to 2 as well
8 Months Ago
banner large - fixed layers and physics mats
8 Months Ago
wood shutters - assigned correct physics mat
8 Months Ago
easel - assigned correct physics mat
8 Months Ago
fixed layering on smoke grenade causing weird behaviour on ghost ships, ragdoll -> physics projectile to match other grenades
8 Months Ago
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8 Months Ago
removed stupid native -> managed -> native process that was happening, shore distance and vectors calculated as native and remain native
8 Months Ago
added normalized heightmap vis to baked ShoreVectorData
8 Months Ago
halved min/max of topology query radius range, now [8,16] mapped from heightmap range of [4,0] - significant reduction in topology query cost, will need to test some procgen maps that water isn't now invisibile in some niche case
8 Months Ago
further improvements - reuse positions and heightmap data from previous query in topology query, we were doing both twice - moved topology radii gen, reading of topology, and processing into water mask into a set of 3 jobs scheduled under one handle and completed
8 Months Ago
initial step towards making proper shore vector generation fast enough to avoid blitting data for the deep sea - Native DistanceField methods using jobs and burst - jobified various other parts of the shore vector generation - fixed batched HeighMap position query not using the deepsea data - about a third of the previous runtime currently but still too slow
8 Months Ago
reworked shoredata blitting to handle rotated bounds properly and not clamp-extend outside pixels
8 Months Ago
merge from non_convex_col_cleanup
8 Months Ago
added comment comp to sign
8 Months Ago
large banner sign pole as convex hull set
8 Months Ago
beanbags as generated convex hull set
8 Months Ago
wooden window shutters as primitives
8 Months Ago
easel colliders
8 Months Ago
merge from bot_sleeptarget_collider_fix
8 Months Ago
force sleeping bots to refresh collider size when being removed from the BotColliderWorkQueue, catches edge case for using sleeptarget on spawned bot players
8 Months Ago
merge from boat_optim_pass
8 Months Ago
cleaned up ApplyCorrectionForces a bit
8 Months Ago
removed another deeper nested duped IsValid check on the entity
8 Months Ago
remove duplicated unity-null check in StorageFuelSystem, replaced with IsRealNull usage as GetFuelContainer ensures entityref returns a valid result or true null
8 Months Ago
switched GetWaterSurface for GetWaterLevel in BaseBoat correction forces
8 Months Ago
removed ClampThrustForcesToPlane option that we never used, removed some pointless plane usage
8 Months Ago
reject player boat push from ladder
8 Months Ago
merge from better_steeringwheel_clipping - compile fix
8 Months Ago
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8 Months Ago
merge from better_steeringwheel_clipping
8 Months Ago
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8 Months Ago
merge from deepsea_heightmap_clearing_fix
8 Months Ago
clear deepsea heightmap data properly and centralized deepsea terrain data clearing in the manager
8 Months Ago
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8 Months Ago
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8 Months Ago
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8 Months Ago
Switched server to custom build 2022.3.41x1
9 Months Ago
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9 Months Ago
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9 Months Ago
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9 Months Ago
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9 Months Ago
initial reduction: 16->8 metal, 14->13 wood
9 Months Ago
fixed an issue where you couldn't actually do finely controlled modifications, moving the brush too slowly actually counted as not having moved the brush at all - significantly easier to make small modifications now and it feels more fluid
9 Months Ago
made burst-friendly interface for SDF Modifiers to make adding more easier, job uses generic but it always has an explicit typed usage
10 Months Ago
merge from better_smoothing
10 Months Ago
hooked smoothing up to brush hardness in the GUI re-mapping 0-1 values to sane internal values
10 Months Ago
code support for SmoothMin and SmoothMax to allow per-modifier smoothing to be applied (using as a standin for brush hardness or smoothing)