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1,793 Commits over 822 Days - 0.09cph!

2 Years Ago
simplifying burst cloth in prep for separation as jiggle-only solution - position based dynamics, with hard rotation constraints - configurable relaxation factors to allow for artist control over bounciness of constraints
2 Years Ago
additional profiling, a few quick wins on performance
2 Years Ago
initial skinned oni cloth setup for ghostsheet
2 Years Ago
small perf modifications to oni cloth and initial setup for global solver updater
2 Years Ago
adding obi cloth - still need to clean out samples and other fluff
2 Years Ago
switch to velocity verlet integration
2 Years Ago
hitbox gizmos match their actual size
2 Years Ago
more burst cloth - changed integration method - reduced position and orientation to a single spring value each, collision still managed with separate spring - cleaned up unused cloth material properties
2 Years Ago
further burstcloth modifications - collisions resolved with spring forces - added dirty broadphase to collision resolving - capsules colliders reinterpreted as sets of spheres, cheaper testing outweighs increased collider count - added collections packaged for better native containers
2 Years Ago
merge from main
2 Years Ago
test scene changes
2 Years Ago
some initial balanced values for some cloth assets
2 Years Ago
improved burstcloth - replaced hard positional constraints for length and shape to force based spring system approach, aiming to give artists more control over the bounciness of joints but also allows motion to propegate better - sibling constraints are also treated as length forces - removed now-unused fields from material - other small improvements to reduce overhead
2 Years Ago
burstcloth improvements - rotational constraints respected - constraint normals are correct now, significant improvement to length constraints - some jobsystem/burst optimizations
2 Years Ago
merge from main
2 Years Ago
watersystem handles casts made from underwater properly - no false positives when slightly underwater - able to get a positive result when looking at the surface from underwater
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
added simple pid implementation for controlling orientation when steering - needs more tuning
2 Years Ago
rolling/pitching with controls
2 Years Ago
fix client defines
2 Years Ago
disabled animation on dpv
2 Years Ago
fixed small gc alloc
2 Years Ago
merge from main
2 Years Ago
merge from main
2 Years Ago
- correct WaterFactor handling with eye height - corrected deployable spawn orientation - driving animation with throttle input
2 Years Ago
DPV changes - toggled world collider to represent horizontal character better - drift stabilizing force scales against engine power - some cosmetics toggle with flags
2 Years Ago
correct protobuf entity name - no serialized data yet, so keeping the same field id
2 Years Ago
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2 Years Ago
Merge from main
2 Years Ago
- underwater particle effect systems - maintaining neutral buoyancy and stability forces when body is not sleeping
2 Years Ago
removed unecessary gc alloc in construction socket tests
2 Years Ago
update client dash on load
2 Years Ago
shark not assuming non-vehicle mountables in water are inflatables
2 Years Ago
Merge from main
2 Years Ago
- properly using water level for driving the physics - added protobuf definition - fuel display - simple audio - changed mount pose
2 Years Ago
always applying stability/righting forces when mounted, rather than needing fuel
2 Years Ago
DPV Work - able to submerge and resurface like a sub - steerable, with some artifical damping when turning to improve the feel - simple headlight setup - simple ik hand targets
2 Years Ago
Initial entity setup
2 Years Ago
Merge from main
2 Years Ago
Merge from main
2 Years Ago
Merge from main
2 Years Ago
Merge from main