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811 Commits over 395 Days - 0.09cph!

9 Months Ago
using parallel call to populate water flow from shore vectors
9 Months Ago
not serializing flowmap, we can just generate it on load
9 Months Ago
merge from world_update_2
9 Months Ago
added additional checks to dpv mounting to make it harder to get stuck
10 Months Ago
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10 Months Ago
bc - brought root motion strength on frontier hatchet up slightly from zero
10 Months Ago
10 Months Ago
merge from world_update_2
10 Months Ago
non-linear flow scaling, with further tuning
10 Months Ago
merge from world_update_2
10 Months Ago
scaling flow forces with shore distance (needs more tuning)
10 Months Ago
merge from world_update_2
10 Months Ago
burstcloth - fix to initialization of collision direction when initialized with some rotation (only come up as a problem in media prod so far)
10 Months Ago
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
10 Months Ago
better separation of flow vector/angle generation, still need to find a proper home for it
10 Months Ago
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
10 Months Ago
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
10 Months Ago
merge from world_update_2
10 Months Ago
merge from world_update_2
10 Months Ago
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
10 Months Ago
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
10 Months Ago
added condition to normal swimming->standing transition to not be mounted
10 Months Ago
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
10 Months Ago
merge from world_update_2
10 Months Ago
updated manifest (dpv was lost in the merge)
10 Months Ago
merge from world_update_2
10 Months Ago
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10 Months Ago
Null check on water visibility grid, should stop scene issues with terrain (didn't catch it was executed in edit mode as well)
10 Months Ago
update non-convex mesh tool to check for deployables that place onto slots without socket chekcs
10 Months Ago
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
10 Months Ago
merge from watervisibilitygrid_fixes
10 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)
10 Months Ago
stopping watervisibilitygrid error spam - still need to fix the core issue
10 Months Ago
subtracting 104763 - we are using the W component on shore vectors in the shaders, just not in code
10 Months Ago
drop w component on shore vectors, nothing reads it and we have terrain topology to get the samee information
10 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
10 Months Ago
close profiler sample region properly on early exit
10 Months Ago
merge from world_update_2
10 Months Ago
only apply surface breaking drag to non-kinematic players (fixes warning when DPV would submerge)
10 Months Ago
sanity checking tools for non-convex mesh colliders
10 Months Ago
merge /main/DPV -> /main/world_update_2
10 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
10 Months Ago
removed unused command generating function
10 Months Ago
gave Parallel.For some profile regions on the scripting threads
10 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
10 Months Ago
merge from world_update_2
10 Months Ago
merge from dpv_collision_fixes
10 Months Ago
Run dismount logic for mountables in DoServerDestroy
10 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
10 Months Ago
shuffled mountable/vehicle editor code around to get mount preview mannequins on mountables as well