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1,552 Commits over 760 Days - 0.09cph!

3 Months Ago
merge from main
3 Months Ago
post-merge compile fix
3 Months Ago
merge from main
3 Months Ago
merge from dragbyangle_rebalance2
3 Months Ago
more aggressive drag-by-angle tuning, low floor and higher ceiling - moved params to convars to make tuning easier in tests
3 Months Ago
setup AK to use flatback charms, setup backpack with flatback variant
3 Months Ago
custom editor for attachments to help joint config
3 Months Ago
AccessoryItems can store an alternate prefab to optionally use, VM can have `useFlatBackCharm` set to use a more joint-restricted version to avoid clipping
3 Months Ago
merge from playerboat_droppeditem_parent_fix
3 Months Ago
ensure DroppedItems are woken before boats are built so that trigger events aren't missed
3 Months Ago
merge from dragbyangle_rebalance
3 Months Ago
merge from main
3 Months Ago
merge from playerboat_player_transfer_fix
3 Months Ago
replicated previous fix in jobs version of code
3 Months Ago
merge from playerboat_player_transfer_fix
3 Months Ago
compile fix - missing debug ifdef around test fixture
3 Months Ago
rebalance PlayerBoat drag-by-angle, more pronounced differences with shape (more impactful on larger boats)
3 Months Ago
merge from automated_testing_ocean
3 Months Ago
more info in drag table test
3 Months Ago
merge from main
3 Months Ago
merge from main
3 Months Ago
finally made drag-by-angle genuinely consistent at varying angle for all boat shapes and sizes - increased hull triangle bounds slightly to properly fit it - handling non-square hull block bouds when getting bounds of hull for defining raycast planes - increased number of hits per-raycast to handle large bounds, would return incorrect hits in some cases due to unity things
3 Months Ago
moved ScopedOcean from TestFixture->RustTestFixture
3 Months Ago
fixed playerboat test fixture SetUp not calling base.SetUp and nuking the GlobalNetworkHandler in teardown
3 Months Ago
removed old test fixture api usage
3 Months Ago
merge from playerboat_tests
3 Months Ago
merge from main
3 Months Ago
replaced missed topology usage
3 Months Ago
replace topology query in road terrain modification with type query
3 Months Ago
better entry/exit spawning, road positions snap onto mesh (should really be baked into the prefab) - no middle segment spawning - need to do more work on defining bridge points and adjusting paths to align better
3 Months Ago
super wip bridge entry segment spawning, just testing high level approach and prefab setup
3 Months Ago
merge from main
3 Months Ago
brought length relaxation back up to 1, mistakenly tweaked and caused small clipping
3 Months Ago
initial BC pass - revert per-prefab overrides on BC controller, all modifications done on base prefab - controller setup for low iteration count with low root motion strength
3 Months Ago
codegen
3 Months Ago
merge from main
3 Months Ago
merge from wakeaiz_optim
3 Months Ago
added additional filter to Any grid query, lets you set an ignore filter for contents that you never care about and can consider the region "empty" for - as well as the usual filter based on gameplay spec (finer distance, player state, etc.) - lets us sleep the WakeAIZ properly while still allowing early-exit on the first found filter-matching player
3 Months Ago
corrected empty grid logic
3 Months Ago
switch to AnyPlayersInSphereFast to inline non-npc + trigger volume checks against players, avoids gathering all players in a huge region to then get a passing check on the 1st one, still provides information on whether the grid regions checked were all empty to allow the trigger to stop ticking
3 Months Ago
additional boat types, missing files
3 Months Ago
DDraw.Arrow passes distanceFade and zTest params to the Line() call correctly (was just repsected by the arrow head)
3 Months Ago
basis for bridge generation, just finding bridge segments on road paths and breaking down into entry/middle/exit sections
3 Months Ago
made ProceduralMapRoadSimple usabel
3 Months Ago
storing "point types" in PathInterpolator to let per-usecase definitions of types along path points - initially only having circular road ring define some path types for BridgeExitEntry and BridgeSegment to have it sit above water instead of bringing terrain up to it
3 Months Ago
added a bunch more boat layouts for testing
3 Months Ago
basis of test to print table of front-on drag of a set of different copypaste boats, going to be used for retuning drag-by-angle values
3 Months Ago
3 Months Ago
drag consistency fix - track generated rays on each drag projection plane, in some situations it could result in generating an extra ray and alter drag values - all tests now passing
3 Months Ago
added test case to retest specific known-failing drag consistency tests - adjust TestFixture to allow it to run non-public test methods so my dodgy BoatRotFailSetup test parameter struct doesn't need to be public