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730 Commits over 334 Days - 0.09cph!

8 Months Ago
merge main->dpv
9 Months Ago
merge from FrontierHazmat/BurstCloth
9 Months Ago
3D Line-Line distance and closest point(s) utils
9 Months Ago
corrected skin constraint update maths - added skin constraint gizmos
9 Months Ago
burst cloth - moved skin constraint updates to IJobParallelForTransform to stop mainthread waiting for previous jobs (even though we only need read-only access, it doesn't know that) - fixed retrieval of bone data for player preview case
9 Months Ago
merge stability changes
9 Months Ago
reduced max placement distance on DPV - ran socket rename
9 Months Ago
added skin constraints to left him as well
9 Months Ago
burstcloth - made skin constraint editing less messy
9 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
9 Months Ago
merge from FrontierHazmat/burst_cloth
9 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)
9 Months Ago
made burstcloth large collision response pruning optional
9 Months Ago
configured prefab for cloth collision adjustment - tunic bone chains also lifted up
9 Months Ago
added field to burstcloth to control how the collision rays are projected towards the origin
9 Months Ago
split DPV into client/server/shared files
9 Months Ago
Hooked up fuel and health flashing warning lights - they sync up if they're both activated
9 Months Ago
hooked up speedometer and fuel ticks
9 Months Ago
code gen
9 Months Ago
merge from main
9 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
9 Months Ago
hitching tweaks - project hitch joint - move ridable queue processing to fixed update
9 Months Ago
Cherrypick cs102783 build fix
9 Months Ago
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9 Months Ago
Merge from broadphase_testing
9 Months Ago
switching to automatic box pruning
9 Months Ago
proper limits on hitch joint
9 Months Ago
merge from main
9 Months Ago
Merge from jobify_ocean_sim
9 Months Ago
overly simplified basis for hitchable entities
9 Months Ago
burst cloth constraints tell you if you mess up the min/max constraint order
9 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
9 Months Ago
burst cloth handling view model scaling - requires setting a transform field on viewmodel burstcloth setups (done for frontier_hatchet)
9 Months Ago
fixed silly gc allocs coming from version Mathf.Min and Mathf.Max that take params arguments
9 Months Ago
re-use already calculated shore distance and terrain height values in water heigh calc
9 Months Ago
further improvements - replaced managed simdata with native - corrected flattened 3D array indexing - adjusted baking output to write data in native layout (rebaked)
9 Months Ago
Merge from obb_check_fixes - test framework version bump 1.1.33 -> 1.4.4
9 Months Ago
buoyancy cycle doesn't use transform autoSync and syncs once at the end
9 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
9 Months Ago
Merge from Entity_Query_Improvements
9 Months Ago
server compile fix
9 Months Ago
merge from hackweek_better_mountable_editor
9 Months Ago
player model preview handling mountpoint rotation
9 Months Ago
more mount position handles - position handles - fixed cache issue with removing mount positions
9 Months Ago
removed dead code
9 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
9 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
9 Months Ago
merge from main
9 Months Ago
collision damage - disabled for now - also moved test data output to editor define
9 Months Ago
adjusted surface params - static surface a bit liftier for quicker take-off - control surfaces less twitchy