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1,114 Commits over 487 Days - 0.10cph!

49 Days Ago
merge from boat_building
49 Days Ago
third option on rudder control, bit of debug vis cleanup
49 Days Ago
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49 Days Ago
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50 Days Ago
trying a different steering control mechanism, convar to hotswap - don't adjust sail forces for steering, still allow position adjustment for some controllable resultant torque from positioning - pseudo-rudder accel forces for steering with pre-calculated thrust point, scaled with velocity
50 Days Ago
better defaults for pos/dir influences vars
50 Days Ago
per-sail force application and steering test - convars for force application point/direction modifiers - brought PlayerBoat back down to derive from BaseBoat rather than MotorBoat, though we still handle forces propulsions separately
51 Days Ago
fix for client colliders on deployables breaking server PlayerBoat (listen server only) - BoatBuildingBlock reports added children to parent entity and brute-force ignores children between client/server, bit gross but works for now
52 Days Ago
corrected artifical water sources not populating the artificalWater field in WaterInfo in all test cases, buoyancy flow force ignores artifical water sources
52 Days Ago
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55 Days Ago
wrapped baker in our own component and added IPrefabPreProcess validation and component stripping - exposed ValidateColliders in inspector
55 Days Ago
added inspector buttons
55 Days Ago
merge from mil_tunnel_terrain_ignore_fix3
55 Days Ago
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56 Days Ago
hierarchy generation actually applies the transforms it gathers (still adds all colliders to the root)
56 Days Ago
split collider data SO out into its own file
56 Days Ago
better default params and fixed it not actually using the target MeshFilter it's given
56 Days Ago
package modifications - built latest version 1.0.7 and replaced Windows DLL, gives access to more tuning parameters - made lib editor only - compatibility changes for new version - removed old version linux and osx libraries, if someone cares to generate convex colliders on mac/linux then we can build them
56 Days Ago
added CoACD package locally to allow modification
57 Days Ago
draw physics world bounds on ValidBounds gizmos to ensure they line up sensibly
58 Days Ago
ceiling light fixes - reconfigured fluorescent ceiling light joints to rest properly at all orientations - don't force moving body back to init state when resting, it looks bad on anything but flat surfaces - fixed pooled ceiling lights not resetting state correctly
58 Days Ago
burstcloth sims for small time period after pose/clothing changes to mannequin so it can come to natural rest but not always simulate
2 Months Ago
merge from generate_shorevector_optim
2 Months Ago
added indirect topology query job for normalized coordinates, improved TerrainWaterFlow from 11s to 900ms
2 Months Ago
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2 Months Ago
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2 Months Ago
optimized shore vector generation - 1s without burst, 500ms with - added indirect WorldPosition/Radii topology query and splt up slowest part of the shore vector generation to make use of it
2 Months Ago
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2 Months Ago
merge from missing_native_resetstaticfields_fix
2 Months Ago
added ResetStaticFields attribute to HitboxSystem and GameTrace, count any fieldtype with Native in the name as valid for field reset codegen
2 Months Ago
server compile fix for mil_tunnel_terrain_ignore_fix2
2 Months Ago
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3 Months Ago
very weak angular drive spring on ceiling light so it can't rest weirdly but still tilts nicely
3 Months Ago
merge from bc_viewmodel_fixes/frontier_hatchet
3 Months Ago
re-tuned BC on frontier_hatched_VM now that it's rendered in VM space rather than world - less jitter - actually moves in the right direction when spinning
3 Months Ago
corrected rotation delta rootmotionstrength modifier, was ivnerted
3 Months Ago
handling demo scrubbing and timescale 0 for batched projectiles
3 Months Ago
added editor-only debug convar to just spin mouse at a set speed on x-axis
3 Months Ago
RootMotionStrength applies to rotation properly (slerp reference rotation from previous to current when calculating delta)
3 Months Ago
constraint editor on by default
3 Months Ago
moved constraint editor to handles, re-used Unity's angular joint handles
3 Months Ago
gave BurstClothConstraint some rotation gizmos
3 Months Ago
fixed frontier hatched vm to use viewmodel camera - moved fur shader to run as opaque, not transparent (it's opaque cutout) and skip depth blockout prepass on it
3 Months Ago
manual support for domain reloading in BC manager as it's in an assembly and can't opt in with the attribute
3 Months Ago
WearableNotifyTrophyMounted can take list of BurstCloth controllers to disable on trophy mounting
3 Months Ago
BurstClolth VM pass, just disabling collision and enabling ResetBonesOnDisable
3 Months Ago
better BC defaults, natural gravity and disabled collision
3 Months Ago
toggling BC with gesture beginning and ending on ViewModels when bone transform resetting is enabled on VM burstcloth controllers, this stops it flinging up in the at the end of a gesture when the VM moves 100 units upwards in a frame
3 Months Ago
scene2prefab millitary_tunnel_1 (no hlod)
3 Months Ago
adjusted terrain ignore volume