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730 Commits over 334 Days - 0.09cph!

8 Months Ago
WaterVisibilityGrid fixes - made it non-static, easier to manage lifetime this way and it should've been owned by the WaterCollision system anyway - adjusted grid to handle ref-counting, this isn't strictly necessary but is the only way to sanely verify if the system has broken (memory footprint is ~1MB) - slightly inflated static trigger bounds by an absolute value to manage small noise changes in position that can push it over a boundary - added a virtual function to EnvironmentVolumeTrigger that lats derived classes run code with a guaranteed trigger collider (some visibility volumes were being missed in OnEnabled from this)
8 Months Ago
stopping watervisibilitygrid error spam - still need to fix the core issue
8 Months Ago
subtracting 104763 - we are using the W component on shore vectors in the shaders, just not in code
8 Months Ago
drop w component on shore vectors, nothing reads it and we have terrain topology to get the samee information
8 Months Ago
Merge from water_visibility_grid - provides 2D grid for early exit on most WaterCollision.GetIgnore checks - dynamic water visibility volumes are brute-force checked, but there are an extremely small number of instances
8 Months Ago
close profiler sample region properly on early exit
8 Months Ago
merge from world_update_2
8 Months Ago
only apply surface breaking drag to non-kinematic players (fixes warning when DPV would submerge)
8 Months Ago
sanity checking tools for non-convex mesh colliders
8 Months Ago
merge /main/DPV -> /main/world_update_2
8 Months Ago
separated stationary player processing from moving player processing - lets us run normalize tick finalizing code for players while we run physics queries on jobs in the background
8 Months Ago
removed unused command generating function
8 Months Ago
gave Parallel.For some profile regions on the scripting threads
8 Months Ago
no-clip functional with physics queries as generated commands - requires a lot of lists to gather information of the sub-set, need to find a better pattern here
8 Months Ago
merge from world_update_2
8 Months Ago
merge from dpv_collision_fixes
8 Months Ago
Run dismount logic for mountables in DoServerDestroy
8 Months Ago
split dpv dismount points into set of preferred lower positions that maintain a similar eye-level as when mounted and a higher level that is accessible from dismounting in shallow water
8 Months Ago
shuffled mountable/vehicle editor code around to get mount preview mannequins on mountables as well
8 Months Ago
rebuilt bone-arrays for server-side ragdolls to include DPV mount pose
8 Months Ago
Added extra collider to properly cover head/eyes position
8 Months Ago
initial 2D grid for avoiding Physics checks against WaterVisibilityTrigger - Simple BitArray for static, brute-force through dynamics due to tiny count - train tunnel trigger volumes limit the usefulness of this, next step is splitting world-Y into very small number of cells
8 Months Ago
Properly handle origin/simspace delta accumulation when BurstCloth is re-enabled
8 Months Ago
BurstCloth - optionally allow bone transforms to reset when disabled - also removed transform reset when re-enabled, only caused a weird jump in behaviour
8 Months Ago
merge from frontier_hazmzat_cloth_fixes
8 Months Ago
adjusted frontier_hazmats BC MaxOriginDeltas to roughly enclose character - massively helps cloth resolve when mounting and stops odd behaviour at high noclip speeds
8 Months Ago
BurstCloth Stability - made max origin delta configurable (default value is the same as the old hardcoded one) - origin and simspace deltas accumulated and cleared when sim job is scheduled, this was the main cause of most small explosions in cloth behaviour
8 Months Ago
merge from dpv_fixes
8 Months Ago
Don't show monument block radius for DPV
8 Months Ago
tweaked hatchet cloth settings for better stabilitity - upped damping and constraint iterations
8 Months Ago
initial pass on burstcloth setup for VM not using VM renderer
8 Months Ago
merge from wortld_update_2/dpv_fixes
8 Months Ago
DPV socket excludes artifical water - InWater socket mod allows exclusion of artifical water - added separate error when socket requires a body of water
8 Months Ago
Water volumes report correct overallDepth from WaterInfo - measured against the bottom of the volume or a cut-off plane
8 Months Ago
merge from world_update_2
8 Months Ago
separated client/server compile fix for DPV
8 Months Ago
merge DPV fixes
8 Months Ago
DPV requires fuels storage to be empty before you can pick it up - server sends an additional fuel info update when fuel storage inventory has an item removed/added (stack count change doesn't trigger this)
8 Months Ago
DPV uses correct WaterLevel test for getting player WaterFactor
8 Months Ago
merge from line_functions
8 Months Ago
corrected closest points function
8 Months Ago
merge from main
8 Months Ago
aggressive distance culling for cloth on cny_spear
8 Months Ago
switched out prefab CompareTo to explicit implementation to avoid boxing
8 Months Ago
post-merge waterinfo query fix
8 Months Ago
merge DPV->world_update_2
8 Months Ago
Undo meta guid changes on wallpaper textures from previous merges
8 Months Ago
merge FrontierHazmat->world_update_2
8 Months Ago
merge main->FrontierHazmat