722 Commits over 304 Days - 0.10cph!
burstcloth - made skin constraint editing less messy
burstcloth - added skin constraints to allow explicit separation from defined points on skinned mesh without needing projected collision
- works alongside collision constraints, but allows solving explicit issues like knee clipping without having to rely fully on it
- applied to hazmat prefab, also reset bone positions
merge from FrontierHazmat/burst_cloth
burstcloth
- fixed siblings applying too much force as they were being iterated twice in different directions (this was increasingly unstable with higher numbers of substeps and constraint iterations)
made burstcloth large collision response pruning optional
configured prefab for cloth collision adjustment
- tunic bone chains also lifted up
added field to burstcloth to control how the collision rays are projected towards the origin
split DPV into client/server/shared files
Hooked up fuel and health flashing warning lights
- they sync up if they're both activated
hooked up speedometer and fuel ticks
hitching
- easing in break force over short number of frames to let it break easier after initial hitching
- set hitching flag on attached entity
- horse modifies speed with prescense of hitch flag
hitching tweaks
- project hitch joint
- move ridable queue processing to fixed update
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Merge from broadphase_testing
switching to automatic box pruning
proper limits on hitch joint
Merge from jobify_ocean_sim
overly simplified basis for hitchable entities
burst cloth constraints tell you if you mess up the min/max constraint order
replaced more expensive OverlapSphere->bool check only ridable horse was making with CheckSphere
- removed Physics.OverlapSphere with bool return, we have CheckSphere for that
burst cloth handling view model scaling
- requires setting a transform field on viewmodel burstcloth setups (done for frontier_hatchet)
fixed silly gc allocs coming from version Mathf.Min and Mathf.Max that take params arguments
re-use already calculated shore distance and terrain height values in water heigh calc
further improvements
- replaced managed simdata with native
- corrected flattened 3D array indexing
- adjusted baking output to write data in native layout (rebaked)
Merge from obb_check_fixes
- test framework version bump 1.1.33 -> 1.4.4
buoyancy cycle doesn't use transform autoSync and syncs once at the end
initial jobified ocean height queries
- ran directly from the main thread, scheduling would be slower here due to number of queries made in different locations
- using a flattened native copy of the ocean sim data that needs to replace the managed version
Merge from Entity_Query_Improvements
merge from hackweek_better_mountable_editor
player model preview handling mountpoint rotation
more mount position handles
- position handles
- fixed cache issue with removing mount positions
second pass on mount position scene gui
- cached inactive GOs, disabled in hierarchy
- animation sampled for pose only if the mount position changes
- rendered with separate command buffer for more control
- toggleable
first pass of drawing players in vehicle mount positions in gizmos
- naive approach with some dumb allocations at the moment, going to move it to an editor next to allow better cachine
collision damage
- disabled for now
- also moved test data output to editor define
adjusted surface params
- static surface a bit liftier for quicker take-off
- control surfaces less twitchy
yoke visualising input properly because I can't tell if the model is bad or if I'm bad at flying
Added aileron controls
- arbitrary control surfaces meant this just needed to add a surface on the edge of wing with opposite rotation axes
explicit surface lift calculations replaced with processing a set of serialized surface types
plane updates
- non-control surfaces use a different lift curve
- adjusted curves
- mouse input for pitch/roll, keys for yaw
- debug csv output for surface values against different AoA
- added testing scene
Fixed offset in vehicle mountable gizmos
Rough initial model
- lift and drag calculated from arbitrary control surface definitions, needs splitting up more
- still requires some fudge factors for proper lift within desirable rust speeds