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1,836 Commits over 852 Days - 0.09cph!

4 Months Ago
merge from main
4 Months Ago
got ui2 sculpture admin panel working
4 Months Ago
disable hit-guide shadow casting
4 Months Ago
dev rock mat
4 Months Ago
fixed rock sculpture turning into ice on pickup
4 Months Ago
on-deploy default data fix
4 Months Ago
minimal rock sculpture prefab setup
4 Months Ago
buffer missuse fixes
4 Months Ago
axisFromEdge lookup instead of computing it from the stride
4 Months Ago
array length correction
4 Months Ago
edges identified with a unique key and generate vertices coherently, replaces hashing with direct indexing so it's 2x faster again
4 Months Ago
merge from main
4 Months Ago
switched triangle stream for just an edge stream, gives burst a cleaner loop so it's twice as quick
4 Months Ago
cleanup
4 Months Ago
micro-optims for triangle processing jobs
4 Months Ago
optimized island cleanup to 0.25x the cost, flat 2 pointer array instead of a NativeQueue and replacing frequent coord->index conversion for index stride offsets
4 Months Ago
merge from main
4 Months Ago
defer completion of sculpting GUI collider baking until the next controller's update, it can be done entirely in the background without hollding the main thread
4 Months Ago
merge from main
4 Months Ago
merge from bc_better_scaling
4 Months Ago
frontier hazmat warning spam fix
4 Months Ago
fixed frontier hazmat skin constraint setup on right side
4 Months Ago
setup BC controller bone retargeting on some assets for proper alignment with playermodel states
4 Months Ago
cleaned up alignment with player states so that we're not using arbitrary axes, relies on proper bone retargeting of the BC controller
4 Months Ago
merge from main
4 Months Ago
merge from main
4 Months Ago
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4 Months Ago
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4 Months Ago
merge from main
4 Months Ago
simpler solution using space transformation without creating a new sim-space - root motion stored as a snapshot and lerped rather than using accumulated deltas, true stability - root motion of 0 now behaves perfectly with rotation, helping keep VM much more stable
4 Months Ago
better scale handling, handles scale outside of direct controller->origin transform chain, with early exit to avoid extra work on non-scaled chains (majorative case) - also improvements to FrameUpdate overhead
4 Months Ago
assign proper scaling root to spawned charms in skin viewer
4 Months Ago
merge from main
4 Months Ago
Move bc simulation into its own unit-scale sim-space using a basis of either the controller transform or the VM transform - allows simulation to not be affected by VM-scaling, should be significantly more stable
4 Months Ago
small transform access usage change
4 Months Ago
disabled editor-only sync on all bc materials
4 Months Ago
merge from rhib_cargo_fixes
4 Months Ago
shift the RHIB's COM down for a short time after releasing from cargo so its launch is more stable
4 Months Ago
wake rhib buoyancy on release
4 Months Ago
fixed skin constraint setup on frontier hazmat
4 Months Ago
merge from bc_simspace_jank_fix
4 Months Ago
clear sim-space frame delta properly when the sim-space changes, was leaking into the origin delta
4 Months Ago
merge from forcemode_fixes
4 Months Ago
converting all Acceleration/VelocityChange to use Force/Impulse in prep for engine change
4 Months Ago
reverted boat unbeaching change
4 Months Ago
Fixed sculpture save/load to file, added ability to send save to data to all sculptures in radius
4 Months Ago
using a proto message for serializing sculpt data rather than raw byte array storage - should be more flexible for altering the format, let's us bake data about the space the array refers to - still LZ4 compressing the proto bytes because we get 10:1 for data like this
4 Months Ago
replaced crc RPC-synced value with SyncVar, much cleaner
4 Months Ago
parallel censor application by-slice using concurrent NativeStream readers