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1,211 Commits over 518 Days - 0.10cph!

24 Days Ago
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
25 Days Ago
fixed clip check
25 Days Ago
stupid pooling fix
25 Days Ago
merge from ai_vehicle_clipping_check_optim
25 Days Ago
account for ClippingAiChecks another level up in BaseVehicle to avoid running an OverlapBox query in cases where we wouldn't run any mounted clipping checks anyway
25 Days Ago
merge from npc_PlayerSyncCycle_optim
25 Days Ago
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25 Days Ago
merge from boat_building
26 Days Ago
removed all the debug logs I forgot about
26 Days Ago
added TriggerParentDelayedExit that defers Unparenting by small amount, allows bridging small gaps in parent volumes seemlessly without needing to find them algorithmically - replaced all TriggerParnet in BoatBuildingBlocks with this
26 Days Ago
merge from parenting_improvements
26 Days Ago
compile fix for BaseMountable change - switched out client-incompatible check to an explicit disabling of the behaviour from the vehicle parent instead - set flag on PlayerBoat only
26 Days Ago
merge from parenting_improvements - just the stairs parenting volume
26 Days Ago
gave boat stairs their own parenting trigger volume
26 Days Ago
pick up fuel when picking up boat engine
26 Days Ago
merge from boat_mountable_fixes
26 Days Ago
set steering wheel as DirectlyMountable, behaviour is the same but shortcuts checking the vehicle parent MountInfo in some cases
26 Days Ago
check whether the BaseMountable is a MountPoint for its vehicle parent when checking HasValidDismountPosition - already being checked for retrieving the actual positions, this just stops the menu item being hidden in some cases
26 Days Ago
setting ForceDeployableSetParent to true for the PlayerBoat so parenting deployables actually works
26 Days Ago
missing file
26 Days Ago
moving some cargoship/tugboat special behaviour cases in deployabled and HitInfo to be driven by an interface tag rather than direct type check - deployables parent directly to the vehicle instead of sub-entities - special handling in some HitInfo data generation
27 Days Ago
merge from shorevector_disabled_terrain_fix
27 Days Ago
rebaked Tropical 3 and 4, slope data was broken
27 Days Ago
handling disabled terrain properly in shore vector bake
27 Days Ago
corrected buoyancy using almost none of the correct DeepSea data sources for querying wave information
30 Days Ago
put the ocean back into the cargo test scene (ocean topology)
30 Days Ago
merge from fc_shorevector_fixes
30 Days Ago
painted ocean topology onto shared FC terrain and rebaked shore vectors
30 Days Ago
handling null/empty heightslope and waterheight data in baked data properly (was trying to blit empty arrays)
30 Days Ago
rebaked FC 1/2/3 so the data isn't infinity
30 Days Ago
support minimum enforced shore distance on baked data to handle FC better
30 Days Ago
merge from oceansimulation_split - running two ocean simulations, all usage switches between based on position (like all other deepsea code) and batched queries gather indirect indices
30 Days Ago
30 Days Ago
30 Days Ago
fixed issues with batched ocean trace deferred jobs using AsDeferredJobArray for the rays in the IJobParallelForDefer OceanTraceJob as the indices now drive the deferred batch size and we still need a view of the rays list that is aware of the populated size in previous jobs. This maintains parallelism and a single set of job dependencies without needing a complete/sync
30 Days Ago
fixed WaterSystem NRE
30 Days Ago
merge from deep_sea
30 Days Ago
codegen
30 Days Ago
OceanSimulation split between deepsea and mainland - required extra indirection in most batched water queries but it's hidden away
31 Days Ago
strong internal hurt triggers in square hull to handle both clipping and player damage
31 Days Ago
merge from player_hurt
31 Days Ago
assigned missing physics mats on some boat building blocks
31 Days Ago
initialize deep sea shore vectors properly when loading cached shore vectors (editor-only issue)
31 Days Ago
cleanup left note for possible change to how angles are populated if it proves a performance issue
31 Days Ago
merge from directional_drag
31 Days Ago
added command to print DragByAngle table of a boat you're looking at (admin only)
31 Days Ago
reduced ray count slightly and only recaching BoatBuildingBlocks if the list is empty
31 Days Ago
better ray batching, as always it's bottlenecked by Verify - added GamePhysics.SortDeferred which returns the sort JobHandle, useful in this case where we're scheduling multiple parallel batches
31 Days Ago
mapped accumulated area to drag values, needs further balancing but adjusts between 0.8->1.5 rang currently - using batched casts, still a bit slow - substepping drag values between angles for continuous values
31 Days Ago
merge from boat_building