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1,532 Commits over 669 Days - 0.10cph!

2 Months Ago
re-ordered water check to run before terrain anchors in the SpawnHandler, only used by divesites but early exits significantly faster than terrain anchors
2 Months Ago
divesite spawning improvements - forcing topology to exclude lakes/rivers for reducing wasted processing - significantly reduced number of terrain anchors used in divesites d/e/f
3 Months Ago
merge from boat_sails_fixes
3 Months Ago
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3 Months Ago
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3 Months Ago
Client Unity version to 635cbaf/2022.3.41x1, build servers should have the deps now
3 Months Ago
rolled client Unity version back while buildservers are missing the dependency, will push again in the next couple hours when they're ready
3 Months Ago
updated Windows client Unity version to 635cbaf/2022.3.41x1 as well, MacOS client still on 2022.3.41f1
3 Months Ago
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3 Months Ago
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3 Months Ago
update server to 635cbaf/2022.3.41x1 - potential 64k collider limit crash fix, client will still spew old limit warning/error though
3 Months Ago
server update version to 021f737/2022.3.41x1 - any rigidbody with >128 colliders becomes a physx aggregate rather than an actor
3 Months Ago
server unity version to a1f6e5b/2022.3.41x1 - enabling proper multithreading for PhysX trigger contact processing
3 Months Ago
move PlayerEnterOrLeaveDeepSea RPC to the PreTeleportPlayer as it is called for all players regardless of mount/passenger state, ensures clear shore vectors
3 Months Ago
merge from mounted_shorevector_clear_fix
3 Months Ago
BC pass on horsemask - high iteration count for more nose strength - slightly less root motion strength for not turning into a scarf - more damping a quick nose jiggle resting time
3 Months Ago
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3 Months Ago
downsample deepsea shorevectors and distances, bitshifted by 1
3 Months Ago
fixed editor spawning of island shore vectors
3 Months Ago
merge from main
3 Months Ago
centred floating_city_3 terrain properly, rebaked shore vectors
3 Months Ago
merge from main
3 Months Ago
fixed native pixel data using wrong format, should've been half4 not just Color
3 Months Ago
handling floating city data, blits in on top of generated values - also jobified stupid texture data population, 30ms down to 0.7ms still too slow but way better
3 Months Ago
legitimately generate shore distances/vectors for the deep sea rather than blitting, no floating city support yet
3 Months Ago
parallelism on DistanceField jobs and TerrainHeightMap sampling, brings total shore vector generation time down to ~5ms
3 Months Ago
shore data stored as Vector4 instead of float4 to avoid reinterpreting frequently for no reason
3 Months Ago
allow a BaseEntity to refuse gib parenting, only setting for JunkPileWater at the moment as its frequent transform updates causes gibs to fall in slow motion on the client
3 Months Ago
added kinematic body to ghostships, allows us to use MovePosition/MoveRotation for better physics behaviour
3 Months Ago
merge from main
3 Months Ago
beanbags - simplified collision mesh complexity, reduced colliders to 2 as well
3 Months Ago
banner large - fixed layers and physics mats
3 Months Ago
wood shutters - assigned correct physics mat
3 Months Ago
easel - assigned correct physics mat
3 Months Ago
fixed layering on smoke grenade causing weird behaviour on ghost ships, ragdoll -> physics projectile to match other grenades
3 Months Ago
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3 Months Ago
removed stupid native -> managed -> native process that was happening, shore distance and vectors calculated as native and remain native
3 Months Ago
added normalized heightmap vis to baked ShoreVectorData
3 Months Ago
halved min/max of topology query radius range, now [8,16] mapped from heightmap range of [4,0] - significant reduction in topology query cost, will need to test some procgen maps that water isn't now invisibile in some niche case
3 Months Ago
further improvements - reuse positions and heightmap data from previous query in topology query, we were doing both twice - moved topology radii gen, reading of topology, and processing into water mask into a set of 3 jobs scheduled under one handle and completed
3 Months Ago
initial step towards making proper shore vector generation fast enough to avoid blitting data for the deep sea - Native DistanceField methods using jobs and burst - jobified various other parts of the shore vector generation - fixed batched HeighMap position query not using the deepsea data - about a third of the previous runtime currently but still too slow
3 Months Ago
reworked shoredata blitting to handle rotated bounds properly and not clamp-extend outside pixels
3 Months Ago
merge from non_convex_col_cleanup
3 Months Ago
added comment comp to sign
3 Months Ago
large banner sign pole as convex hull set
3 Months Ago
beanbags as generated convex hull set
3 Months Ago
wooden window shutters as primitives
3 Months Ago
easel colliders
3 Months Ago
merge from bot_sleeptarget_collider_fix