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722 Commits over 304 Days - 0.10cph!

8 Months Ago
burstcloth - made skin constraint editing less messy
8 Months Ago
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
8 Months Ago
merge from FrontierHazmat/burst_cloth
8 Months Ago
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)
8 Months Ago
made burstcloth large collision response pruning optional
8 Months Ago
configured prefab for cloth collision adjustment - tunic bone chains also lifted up
8 Months Ago
added field to burstcloth to control how the collision rays are projected towards the origin
8 Months Ago
split DPV into client/server/shared files
8 Months Ago
Hooked up fuel and health flashing warning lights - they sync up if they're both activated
8 Months Ago
hooked up speedometer and fuel ticks
8 Months Ago
code gen
8 Months Ago
merge from main
8 Months Ago
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
8 Months Ago
hitching tweaks - project hitch joint - move ridable queue processing to fixed update
8 Months Ago
Cherrypick cs102783 build fix
8 Months Ago
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8 Months Ago
Merge from broadphase_testing
8 Months Ago
switching to automatic box pruning
8 Months Ago
proper limits on hitch joint
8 Months Ago
merge from main
8 Months Ago
Merge from jobify_ocean_sim
8 Months Ago
overly simplified basis for hitchable entities
8 Months Ago
burst cloth constraints tell you if you mess up the min/max constraint order
8 Months Ago
replaced more expensive OverlapSphere->bool check only ridable horse was making with CheckSphere - removed Physics.OverlapSphere with bool return, we have CheckSphere for that
8 Months Ago
burst cloth handling view model scaling - requires setting a transform field on viewmodel burstcloth setups (done for frontier_hatchet)
8 Months Ago
fixed silly gc allocs coming from version Mathf.Min and Mathf.Max that take params arguments
8 Months Ago
re-use already calculated shore distance and terrain height values in water heigh calc
8 Months Ago
further improvements - replaced managed simdata with native - corrected flattened 3D array indexing - adjusted baking output to write data in native layout (rebaked)
8 Months Ago
Merge from obb_check_fixes - test framework version bump 1.1.33 -> 1.4.4
8 Months Ago
buoyancy cycle doesn't use transform autoSync and syncs once at the end
8 Months Ago
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
8 Months Ago
Merge from Entity_Query_Improvements
8 Months Ago
server compile fix
8 Months Ago
merge from hackweek_better_mountable_editor
8 Months Ago
player model preview handling mountpoint rotation
8 Months Ago
more mount position handles - position handles - fixed cache issue with removing mount positions
8 Months Ago
removed dead code
8 Months Ago
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
8 Months Ago
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
8 Months Ago
merge from main
8 Months Ago
collision damage - disabled for now - also moved test data output to editor define
8 Months Ago
adjusted surface params - static surface a bit liftier for quicker take-off - control surfaces less twitchy
8 Months Ago
yoke visualising input properly because I can't tell if the model is bad or if I'm bad at flying
9 Months Ago
Added aileron controls - arbitrary control surfaces meant this just needed to add a surface on the edge of wing with opposite rotation axes
9 Months Ago
explicit surface lift calculations replaced with processing a set of serialized surface types
9 Months Ago
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
9 Months Ago
Fixed offset in vehicle mountable gizmos
9 Months Ago
Merge from main
9 Months Ago
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
9 Months Ago
cherrypick cs102120