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866 Commits over 457 Days - 0.08cph!

12 Months Ago
gave Parallel.For some profile regions on the scripting threads
12 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
12 Months Ago
merge from world_update_2
12 Months Ago
merge from dpv_collision_fixes
12 Months Ago
Run dismount logic for mountables in DoServerDestroy
12 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
12 Months Ago
shuffled mountable/vehicle editor code around to get mount preview mannequins on mountables as well
12 Months Ago
rebuilt bone-arrays for server-side ragdolls to include DPV mount pose
12 Months Ago
Added extra collider to properly cover head/eyes position
1 Year Ago
initial 2D grid for avoiding Physics checks against WaterVisibilityTrigger - Simple BitArray for static, brute-force through dynamics due to tiny count - train tunnel trigger volumes limit the usefulness of this, next step is splitting world-Y into very small number of cells
1 Year Ago
Properly handle origin/simspace delta accumulation when BurstCloth is re-enabled
1 Year Ago
BurstCloth - optionally allow bone transforms to reset when disabled - also removed transform reset when re-enabled, only caused a weird jump in behaviour
1 Year Ago
merge from frontier_hazmzat_cloth_fixes
1 Year Ago
adjusted frontier_hazmats BC MaxOriginDeltas to roughly enclose character - massively helps cloth resolve when mounting and stops odd behaviour at high noclip speeds
1 Year Ago
BurstCloth Stability - made max origin delta configurable (default value is the same as the old hardcoded one) - origin and simspace deltas accumulated and cleared when sim job is scheduled, this was the main cause of most small explosions in cloth behaviour
1 Year Ago
merge from dpv_fixes
1 Year Ago
Don't show monument block radius for DPV
1 Year Ago
tweaked hatchet cloth settings for better stabilitity - upped damping and constraint iterations
1 Year Ago
initial pass on burstcloth setup for VM not using VM renderer
1 Year Ago
merge from wortld_update_2/dpv_fixes
1 Year Ago
DPV socket excludes artifical water - InWater socket mod allows exclusion of artifical water - added separate error when socket requires a body of water
1 Year Ago
Water volumes report correct overallDepth from WaterInfo - measured against the bottom of the volume or a cut-off plane
1 Year Ago
merge from world_update_2
1 Year Ago
separated client/server compile fix for DPV
1 Year Ago
merge DPV fixes
1 Year Ago
DPV requires fuels storage to be empty before you can pick it up - server sends an additional fuel info update when fuel storage inventory has an item removed/added (stack count change doesn't trigger this)
1 Year Ago
DPV uses correct WaterLevel test for getting player WaterFactor
1 Year Ago
merge from line_functions
1 Year Ago
corrected closest points function
1 Year Ago
merge from main
1 Year Ago
aggressive distance culling for cloth on cny_spear
1 Year Ago
switched out prefab CompareTo to explicit implementation to avoid boxing
1 Year Ago
post-merge waterinfo query fix
1 Year Ago
merge DPV->world_update_2
1 Year Ago
Undo meta guid changes on wallpaper textures from previous merges
1 Year Ago
merge FrontierHazmat->world_update_2
1 Year Ago
merge main->FrontierHazmat
1 Year Ago
merge main->dpv
1 Year Ago
merge from FrontierHazmat/BurstCloth
1 Year Ago
3D Line-Line distance and closest point(s) utils
1 Year Ago
corrected skin constraint update maths - added skin constraint gizmos
1 Year 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
1 Year Ago
merge stability changes
1 Year Ago
reduced max placement distance on DPV - ran socket rename
1 Year Ago
added skin constraints to left him as well
1 Year Ago
burstcloth - made skin constraint editing less messy
1 Year 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
1 Year Ago
merge from FrontierHazmat/burst_cloth
1 Year 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)