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1,086 Commits over 487 Days - 0.09cph!

1 Year Ago
server compile fix
1 Year Ago
merge from ghost_sheet_fixes
1 Year Ago
set bike and horse mountables to animate cloth in worldspace
1 Year Ago
added head/clavicle/neck to ignored bones on ghostsheet to help collision behaviour at some lookangles
1 Year Ago
reduced wind shader values on GhostSheet material
1 Year Ago
merge from Halloween24/ghost_sheet_fixes - fixed sheet exploding when mounting - other small config changes to help collision and mounting movement
1 Year Ago
adjusted some bc config values for max origin delta and collision cast directions
1 Year Ago
setting length multiplier on ghost sheet BC controllers 1 across all states (stops exploding when mounting)
1 Year Ago
removed WaterVisibilityTrigger from xmas dungeon cell prefabs
1 Year Ago
merge from Halloween24
1 Year Ago
removing WaterVisibilityTrigger from all halloween procedural dungeon cell prefabs and set it to not spawn a christmas dungeon
1 Year Ago
merge from main
1 Year Ago
added TowConfig prefabattribute that's retrieved and combined between two objects when towing begins - combines to the most restricted settings of both configs (a towing object may allow free rotation on an axis that the towed object may need to restrict)
1 Year Ago
cars ticking tow attachment properly and handling detaching
1 Year Ago
adjusting layering and position of towing anchors and triggers
1 Year Ago
removed dependency on BaseEntity from AttachTo
1 Year Ago
more towing - inverted control of towing attachment - simplified AttachTo func, we can get the anchor points internally with information from the interface
1 Year Ago
corrected body used by horse for towing and some hitch->tow renaming
1 Year Ago
separation of towing (renamed from hitching) into its own class, exposing an interface for things that want to tow or be towed (shared interface, the joint goes both ways)
1 Year Ago
merge from flow_vector_field
1 Year Ago
corrected offset of dpv mounting bounds check
1 Year Ago
fixed water on billb test map
1 Year Ago
dpv compile fix
1 Year Ago
not applying flow forces on lakes, the water is still - also cleaned up the accumulation of the flow force, the amount of nesting was horrific
1 Year Ago
accidental doubling up of waterflow generation for rivers
1 Year Ago
dirty prototype of converting terrain alpha map to holes map to replace terrain ignore volumes from physics checks
1 Year Ago
let dpv be picked up with fuel and give you the fuel if you do
1 Year Ago
using parallel call to populate water flow from shore vectors
1 Year Ago
not serializing flowmap, we can just generate it on load
1 Year Ago
merge from world_update_2
1 Year Ago
added additional checks to dpv mounting to make it harder to get stuck
1 Year Ago
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1 Year Ago
bc - brought root motion strength on frontier hatchet up slightly from zero
1 Year Ago
1 Year Ago
merge from world_update_2
1 Year Ago
non-linear flow scaling, with further tuning
1 Year Ago
merge from world_update_2
1 Year Ago
scaling flow forces with shore distance (needs more tuning)
1 Year Ago
merge from world_update_2
1 Year Ago
burstcloth - fix to initialization of collision direction when initialized with some rotation (only come up as a problem in media prod so far)
1 Year Ago
waterflow changes - corrected ordering of writing water flow from shorevectors and river tangents - moved generation of WaterFlowMap into PostProcessing and put it all in one place
1 Year Ago
better separation of flow vector/angle generation, still need to find a proper home for it
1 Year Ago
functional waterflowmap - saved/loaded like other terrain data - need to adjust where it's written to, it's still hacked into other terrain generation processes
1 Year Ago
basis of water flow terraindata - compressed y-axis rotation of a world-aligned forward vector to a byte (about 0.71 degree error) in -pi to +pi range
1 Year Ago
merge from world_update_2
1 Year Ago
merge from world_update_2
1 Year Ago
Merge from dpv_anim_transition_fix - contains a change to BaseMountable.Mount that replaces an RPC call to ForcePositionTo with an immediate network update on the player
1 Year Ago
replaced an RPC call to ForcePositionTo with an immediate net update of the player when mounting - both feel responsive, but seperating the change in position from the mounted state caused an edge case in anim state transitions
1 Year Ago
added condition to normal swimming->standing transition to not be mounted
1 Year Ago
added direct transition from swimming<-->sitting anim states, driven by water level - this stops the anim graph from always passing through standing when mounting or dismounting DPV