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1,877 Commits over 883 Days - 0.09cph!

9 Months Ago
switched GetWaterSurface for GetWaterLevel in BaseBoat correction forces
9 Months Ago
removed ClampThrustForcesToPlane option that we never used, removed some pointless plane usage
10 Months Ago
reject player boat push from ladder
10 Months Ago
merge from better_steeringwheel_clipping - compile fix
10 Months Ago
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10 Months Ago
merge from better_steeringwheel_clipping
10 Months Ago
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10 Months Ago
merge from deepsea_heightmap_clearing_fix
10 Months Ago
clear deepsea heightmap data properly and centralized deepsea terrain data clearing in the manager
10 Months Ago
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10 Months Ago
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10 Months Ago
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10 Months Ago
Switched server to custom build 2022.3.41x1
10 Months Ago
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10 Months Ago
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10 Months Ago
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10 Months Ago
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11 Months Ago
initial reduction: 16->8 metal, 14->13 wood
11 Months Ago
fixed an issue where you couldn't actually do finely controlled modifications, moving the brush too slowly actually counted as not having moved the brush at all - significantly easier to make small modifications now and it feels more fluid
11 Months Ago
made burst-friendly interface for SDF Modifiers to make adding more easier, job uses generic but it always has an explicit typed usage
11 Months Ago
merge from better_smoothing
11 Months Ago
hooked smoothing up to brush hardness in the GUI re-mapping 0-1 values to sane internal values
11 Months Ago
code support for SmoothMin and SmoothMax to allow per-modifier smoothing to be applied (using as a standin for brush hardness or smoothing)
11 Months Ago
moved ice block to Deployed layer
11 Months Ago
removed old movement/bullet blocker setup and other cleanup
11 Months Ago
stopped some unecessary cube marching enqueues when placed
11 Months Ago
merge from censoring
11 Months Ago
corrected mesh ID used for physics mesh bake, also kick off the async bake jobs with ScheduleBatchedJobs for sanity as we want them to start asap to reduce the chance of them still needing to finish work when they are completed in the next FixedUpdate
11 Months Ago
fixed wrong physics mesh assignment and server compile errors
11 Months Ago
separate collision mesh generation from visual, still works assigning the same mesh to both - lets us have consistent collision between censoredsigns being enabled/disabled
11 Months Ago
experimenting with disabling Physics.autoTransformSync during the mountables VehicleFixedUpdate - would likely have some consequences, but there's too many cases to easily test
11 Months Ago
merge from boat_wall_trigger_improvements
11 Months Ago
merge from ramp_plank_parenting_fix
11 Months Ago
merge from kinematic_shoredrift_fix
11 Months Ago
merge from trigger_parent_nre_fix
11 Months Ago
rebuild censor chunks and reapply properly when censorsigns changes
11 Months Ago
merge from obb_test
11 Months Ago
removed 3D gaussian blur entirely, it was too slow
11 Months Ago
split censoring XYZ segment counts and convarred, defaulting to (4,5,4)
11 Months Ago
local-region OBB pointcloud fitting
11 Months Ago
slight cleanup, disabling blur for now
11 Months Ago
11 Months Ago
very slow starting point for censored mesh creation for HideSigns mode - break down chunks into set of local bounds - approximate bounds with sphere SDFs - single 3D gaussian blur step to crunch up the spheres
11 Months Ago
merge from parent
11 Months Ago
handle height comparison on all bake shore vector data when applying, only 1 of the 4 data arrays was doing it correctly
11 Months Ago
invalidating cached BaseEntity for TriggerParent OnTransformParentChanged - fixes boats not parenting you again after editing them
11 Months Ago
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11 Months Ago
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11 Months Ago
merge from fixedupdate_cleanup
11 Months Ago
TriggerForce also uses a cancellable InvokeFixedTime based on empty state