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1,310 Commits over 548 Days - 0.10cph!

58 Days Ago
merge from ice_sculptures/sdf_sculpting
58 Days Ago
codegen
58 Days Ago
merge from gui_sculpting
58 Days Ago
undid some questionable shader changes, need a way to supply a triplanar anchor for sculptures or it pans when rotating them in-gui
58 Days Ago
codegen
58 Days Ago
merge from ice_sculptures/gui_sculpting - bit broken still
58 Days Ago
sculpture item not hidden
59 Days Ago
reduction in sail position influence on thrust, less than half what it was but still double the engine's - still impacts how you place them on the baot but results in less situations where it feels like the boat is not behaving as it should
59 Days Ago
setting global shader params update flag after regenerating textures for dirty DeepSea data flags
60 Days Ago
use a realmed trace for TriggerParent.HasObjUnderFeet so they don't freak out in-editor at speed
2 Months Ago
PlayerBoat uses HasDriver to check AnyMounted, corrects flipped behaviour not running
2 Months Ago
merge from anchored_boat_mass
2 Months Ago
increase boat mass to arbitrarily high value when anchored, won't be pushed arround much but maintains buoyancy behaviour as it's acceleration based
2 Months Ago
made ProceduralMapEmpty more empty
2 Months Ago
merge from deepsea_terraintexturing_leak
2 Months Ago
properly destroying leaked deepsea shorevector / coarseheight / waterheight textures when re-generating
2 Months Ago
handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)
2 Months Ago
small engine fuel always accessible from pie menu, proxy func changes the order if you're looking at the fuel access collider to prioritize it
2 Months Ago
merge from engine_improved_fuel_access
2 Months Ago
halved shore vector generation time in editor with batched water depth queries (250ms off the time to get into playmode) - we should jobify the DistanceField stuff as well, but this is a quicker win
2 Months Ago
flipped steering wheels can't be mounted and flipped playerboats dismount all steeringwheels as well
2 Months Ago
merge from boat_flipped_wheel_mounting
2 Months Ago
merge from sorted_protobuf_gen
2 Months Ago
sort ProtoMessage Messages for codegen consistency
2 Months Ago
corrected Sail's CacheIsWindBlocked check to handle realmed colliders - tried batching this but there's not enough casts for it to be worth the overhead
2 Months Ago
boat engines don't apply force when boat isn't in water
2 Months Ago
merge from boat_better_shallow_water_behaviour
2 Months Ago
merge from naval_update
2 Months Ago
shallow water rebalance - better depth values for speed reduction and unbeaching behaviour - increased unbeaching accel, applies fraction of it upwards to separate better - increased turning torque by 50% and raised floor of its velocity scaling
2 Months Ago
including water depth in shallow water velocity scaling
2 Months Ago
merge from naval_update
2 Months Ago
merge from deepsea_height_data
2 Months Ago
undid temporary boat code, now using heightmap queries regularly
2 Months Ago
simple deepsea/mainland heightmap query split (5th iteration of it) - currently limited to positional queries, normalized coord queries map directly to mainland data still - also fixed issue with deepsea shorevectors where they weren't being rotated into worldspace properly and still pointed in localspace directions
2 Months Ago
rebaked tropical scene shore data to include heightmaps
2 Months Ago
correcting for height data normalization, denormalize with baked info and renormalize to current world size on application - lets us be consistent with how we interpret height data betweek deepsea and mainland
2 Months Ago
merge from naval_update
2 Months Ago
2 Months Ago
Two WIP behaviours that need unifying, beginning to fix unbeaching forces as well as implementing a MaxVelocity modifier in shallow water - both are querying shore vector and water depth information from the same points, we should do this in one place and - need to fix querying water depth as we don't have height info in the deep sea and it breaks it, don't want to do raycasts so we need to blit this in as well really
2 Months Ago
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2 Months Ago
merge from boat_optims
2 Months Ago
merge from naval_update
2 Months Ago
switched HashSet to ListHashSet in BoatAI to get rid of enumerator alloc
2 Months Ago
removed some deeper profile markers from GJK, unnecessary overhead with little info
2 Months Ago
moved a BaseBoat waterlevel test down a level so unpowered boats don't check it for no reason
2 Months Ago
burst compiling GJK distance methods directly, already compatible - not using jobs here as it would need a NativeReference alloc for no reason, we just want the go-fast button - verified compiling with burst inspector
2 Months Ago
corrected convar bounds
2 Months Ago
corrected physics bounds
2 Months Ago
merge from buoyancy_deepunderwater_fix
2 Months Ago
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea