userGriglercancel

1,568 Commits over 699 Days - 0.09cph!

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
4 Months Ago
merge from main
4 Months Ago
centred floating_city_3 terrain properly, rebaked shore vectors
4 Months Ago
merge from main
4 Months Ago
fixed native pixel data using wrong format, should've been half4 not just Color
4 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
4 Months Ago
legitimately generate shore distances/vectors for the deep sea rather than blitting, no floating city support yet
4 Months Ago
parallelism on DistanceField jobs and TerrainHeightMap sampling, brings total shore vector generation time down to ~5ms
4 Months Ago
shore data stored as Vector4 instead of float4 to avoid reinterpreting frequently for no reason
4 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
4 Months Ago
added kinematic body to ghostships, allows us to use MovePosition/MoveRotation for better physics behaviour
4 Months Ago
merge from main
4 Months Ago
beanbags - simplified collision mesh complexity, reduced colliders to 2 as well
4 Months Ago
banner large - fixed layers and physics mats
4 Months Ago
wood shutters - assigned correct physics mat
4 Months Ago
easel - assigned correct physics mat
4 Months Ago
fixed layering on smoke grenade causing weird behaviour on ghost ships, ragdoll -> physics projectile to match other grenades
4 Months Ago
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4 Months Ago
removed stupid native -> managed -> native process that was happening, shore distance and vectors calculated as native and remain native
4 Months Ago
added normalized heightmap vis to baked ShoreVectorData
4 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
4 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
4 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
4 Months Ago
reworked shoredata blitting to handle rotated bounds properly and not clamp-extend outside pixels
4 Months Ago
merge from non_convex_col_cleanup
4 Months Ago
added comment comp to sign
4 Months Ago
large banner sign pole as convex hull set
4 Months Ago
beanbags as generated convex hull set
4 Months Ago
wooden window shutters as primitives
4 Months Ago
easel colliders
4 Months Ago
merge from bot_sleeptarget_collider_fix
4 Months Ago
force sleeping bots to refresh collider size when being removed from the BotColliderWorkQueue, catches edge case for using sleeptarget on spawned bot players
4 Months Ago
merge from boat_optim_pass
4 Months Ago
cleaned up ApplyCorrectionForces a bit
4 Months Ago
removed another deeper nested duped IsValid check on the entity
4 Months Ago
remove duplicated unity-null check in StorageFuelSystem, replaced with IsRealNull usage as GetFuelContainer ensures entityref returns a valid result or true null
4 Months Ago
switched GetWaterSurface for GetWaterLevel in BaseBoat correction forces
4 Months Ago
removed ClampThrustForcesToPlane option that we never used, removed some pointless plane usage
4 Months Ago
reject player boat push from ladder
4 Months Ago
merge from better_steeringwheel_clipping - compile fix
4 Months Ago
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4 Months Ago
merge from better_steeringwheel_clipping
4 Months Ago
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4 Months Ago
merge from deepsea_heightmap_clearing_fix
4 Months Ago
clear deepsea heightmap data properly and centralized deepsea terrain data clearing in the manager