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1,441 Commits over 638 Days - 0.09cph!

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
1 Year Ago
merge from world_update_2
1 Year Ago
updated manifest (dpv was lost in the merge)
1 Year Ago
merge from world_update_2
1 Year Ago
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1 Year Ago
Null check on water visibility grid, should stop scene issues with terrain (didn't catch it was executed in edit mode as well)
1 Year Ago
update non-convex mesh tool to check for deployables that place onto slots without socket chekcs
1 Year Ago
bumped exception report message max size to 600 and tied it to a convar (can't be set lower than the original maximum) - this codegen also includes the new servside ragdoll default convar from 104903
1 Year Ago
merge from watervisibilitygrid_fixes
1 Year Ago
WaterVisibilityGrid fixes - made it non-static, easier to manage lifetime this way and it should've been owned by the WaterCollision system anyway - adjusted grid to handle ref-counting, this isn't strictly necessary but is the only way to sanely verify if the system has broken (memory footprint is ~1MB) - slightly inflated static trigger bounds by an absolute value to manage small noise changes in position that can push it over a boundary - added a virtual function to EnvironmentVolumeTrigger that lats derived classes run code with a guaranteed trigger collider (some visibility volumes were being missed in OnEnabled from this)
1 Year Ago
stopping watervisibilitygrid error spam - still need to fix the core issue
1 Year Ago
subtracting 104763 - we are using the W component on shore vectors in the shaders, just not in code
1 Year Ago
drop w component on shore vectors, nothing reads it and we have terrain topology to get the samee information
1 Year Ago
Merge from water_visibility_grid - provides 2D grid for early exit on most WaterCollision.GetIgnore checks - dynamic water visibility volumes are brute-force checked, but there are an extremely small number of instances
1 Year Ago
close profiler sample region properly on early exit
1 Year Ago
merge from world_update_2
1 Year Ago
only apply surface breaking drag to non-kinematic players (fixes warning when DPV would submerge)
1 Year Ago
sanity checking tools for non-convex mesh colliders
1 Year Ago
merge /main/DPV -> /main/world_update_2
1 Year Ago
separated stationary player processing from moving player processing - lets us run normalize tick finalizing code for players while we run physics queries on jobs in the background
1 Year Ago
removed unused command generating function
1 Year Ago
gave Parallel.For some profile regions on the scripting threads
1 Year 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
1 Year Ago
merge from world_update_2
1 Year Ago
merge from dpv_collision_fixes
1 Year Ago
Run dismount logic for mountables in DoServerDestroy
1 Year 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
1 Year Ago
shuffled mountable/vehicle editor code around to get mount preview mannequins on mountables as well
1 Year Ago
rebuilt bone-arrays for server-side ragdolls to include DPV mount pose
1 Year 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