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886 Commits over 426 Days - 0.09cph!

6 Months Ago
grid-based erosion improvements - much smaller timestep, stops patterns from shoddy integration forming - working with height in world-space and copying back - better job dependency handling - some disabled debug data dumping to help debug the process with python scripts
6 Months Ago
initial implementation of a grid-based hydraulic erosion system in the jobsystem - super fast - super wrong - needs a lot more parameter/constant tuning to get good results, but it's functioning
6 Months Ago
merge from main
6 Months Ago
fixed editor-only memory leak when assemblies/domain are reloaded and scriptable objects aren't destroyed (but the native memory falls out underneath)
6 Months Ago
merge from main
6 Months Ago
merge from wheel_collider_optim
6 Months Ago
merge from main
6 Months Ago
merge from backpack_refreshes_clothing_fix
6 Months Ago
using cached FixedString bone names to FindBones in job, removes alloc and significantly faster for setups that add a lot of bones to the skeleton
6 Months Ago
split container content hashes into deep and shallow, only used to determine if player clothing needs updating - using shallow for clothing so that backpack contents changing doesn't refresh all the clothing
6 Months Ago
small improvements/fixes to particle erosion setup - starting to look like a bad approach for us though
6 Months Ago
pretty dirty WIP approach to erosion in a job, needs cleanup and splat writing fixing
6 Months Ago
terrain topology radius samples run through burst job, even when called from other threads - 5000 size map without monuments, trains, roads takes 96s rather than 510s to generate, significant reduction in river layout and shore vector generation
6 Months Ago
TerrainMap uses NativeArray instead of managed
6 Months Ago
merge from main
6 Months Ago
merge from main
6 Months Ago
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6 Months Ago
force anything derived from BaseVehicleMountPoint to opt-in to get a VehicleFixedUpdate, no current cases as they don't need the boundary push behaviour and nothing is implementing it currently - avoids adding it to the AllMountables processing list so avoids unecessary null check overhead as well
6 Months Ago
stationary player helis return cached grounded state instead of always calculating it
6 Months Ago
subs get boundary checks as well
6 Months Ago
merge from main
6 Months Ago
on by default
6 Months Ago
applied wheel toggling with sleepstate to helis and horses
6 Months Ago
merge from main
6 Months Ago
reduced amount rigidbody pos/rot is accessed when determining if a ModularCar is stationary, it was causing multiple unecessary transform syncs
6 Months Ago
use HasDriver flag instead of always searching for a driver seat for vehicles (reduces a lot of overhead from unoccupied vehicles, especially modular cars)
6 Months Ago
reconfigure vehicle substeps again when re-enabling wheels as the internal physx vehicle may have been destroyed from disabling them
6 Months Ago
merge from main
6 Months Ago
merge from triggerbase_exclude_layers
6 Months Ago
automatically clear/set exclude layers for all TriggerBase when toggled on/off
6 Months Ago
defaulting triggerbase exclude layers optim to off
6 Months Ago
missing codegen
6 Months Ago
disabling/enabling wheel colliders with sleep state to reduce overhead
6 Months Ago
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6 Months Ago
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6 Months Ago
merge from triggerbase_exclude_layers
6 Months Ago
client compile fix
6 Months Ago
merge from triggerbase_exclude_layers
6 Months Ago
small correction on trigger static list initializing wrong with excludelayers optim disabled
6 Months Ago
cherrypick 114515 - CoarseQueryGrid causing crash on server disconnect
6 Months Ago
merge from main
6 Months Ago
merge from tugboat_sinking_parenting_fix
6 Months Ago
setup parenting volumes on tugboat that allow swimmers, gives better behaviour when the boat is sinking
6 Months Ago
merge from vehicle_build_privilege_fix
6 Months Ago
fixed vehicle building privilege cache reading as false negative
6 Months Ago
separated client/server convars for trigger excludelayer behaviour
6 Months Ago
merge from terrain_ignore_grid
6 Months Ago
made CoarseQueryGrid structure safe to interact with after disposal - logs errors if you somehow add trigger bounds to it after disposal, not happened yet - silently ignores attempts to remove bounds - any checks pass as if further physics checks are required, as a fallback
6 Months Ago
convar usage of excludelayers with triggerbase (default true)