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1,118 Commits over 487 Days - 0.10cph!

Today
switched HashSet to ListHashSet in BoatAI to get rid of enumerator alloc
Today
removed some deeper profile markers from GJK, unnecessary overhead with little info
Today
moved a BaseBoat waterlevel test down a level so unpowered boats don't check it for no reason
Today
burst compiling GJK distance methods directly, already compatible - not using jobs here as it would need a NativeReference alloc for no reason, we just want the go-fast button - verified compiling with burst inspector
Today
corrected convar bounds
Today
corrected physics bounds
Yesterday
merge from buoyancy_deepunderwater_fix
Yesterday
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
Yesterday
fixed clip check
Yesterday
stupid pooling fix
Yesterday
merge from ai_vehicle_clipping_check_optim
Yesterday
account for ClippingAiChecks another level up in BaseVehicle to avoid running an OverlapBox query in cases where we wouldn't run any mounted clipping checks anyway
Yesterday
merge from npc_PlayerSyncCycle_optim
Yesterday
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Yesterday
merge from boat_building
2 Days Ago
removed all the debug logs I forgot about
2 Days Ago
added TriggerParentDelayedExit that defers Unparenting by small amount, allows bridging small gaps in parent volumes seemlessly without needing to find them algorithmically - replaced all TriggerParnet in BoatBuildingBlocks with this
3 Days Ago
merge from parenting_improvements
3 Days Ago
compile fix for BaseMountable change - switched out client-incompatible check to an explicit disabling of the behaviour from the vehicle parent instead - set flag on PlayerBoat only
3 Days Ago
merge from parenting_improvements - just the stairs parenting volume
3 Days Ago
gave boat stairs their own parenting trigger volume
3 Days Ago
pick up fuel when picking up boat engine
3 Days Ago
merge from boat_mountable_fixes
3 Days Ago
set steering wheel as DirectlyMountable, behaviour is the same but shortcuts checking the vehicle parent MountInfo in some cases
3 Days Ago
check whether the BaseMountable is a MountPoint for its vehicle parent when checking HasValidDismountPosition - already being checked for retrieving the actual positions, this just stops the menu item being hidden in some cases
3 Days Ago
setting ForceDeployableSetParent to true for the PlayerBoat so parenting deployables actually works
3 Days Ago
missing file
3 Days Ago
moving some cargoship/tugboat special behaviour cases in deployabled and HitInfo to be driven by an interface tag rather than direct type check - deployables parent directly to the vehicle instead of sub-entities - special handling in some HitInfo data generation
3 Days Ago
merge from shorevector_disabled_terrain_fix
3 Days Ago
rebaked Tropical 3 and 4, slope data was broken
3 Days Ago
handling disabled terrain properly in shore vector bake
4 Days Ago
corrected buoyancy using almost none of the correct DeepSea data sources for querying wave information
6 Days Ago
put the ocean back into the cargo test scene (ocean topology)
7 Days Ago
merge from fc_shorevector_fixes
7 Days Ago
painted ocean topology onto shared FC terrain and rebaked shore vectors
7 Days Ago
handling null/empty heightslope and waterheight data in baked data properly (was trying to blit empty arrays)
7 Days Ago
rebaked FC 1/2/3 so the data isn't infinity
7 Days Ago
support minimum enforced shore distance on baked data to handle FC better
7 Days Ago
merge from oceansimulation_split - running two ocean simulations, all usage switches between based on position (like all other deepsea code) and batched queries gather indirect indices
7 Days Ago
7 Days Ago
7 Days Ago
fixed issues with batched ocean trace deferred jobs using AsDeferredJobArray for the rays in the IJobParallelForDefer OceanTraceJob as the indices now drive the deferred batch size and we still need a view of the rays list that is aware of the populated size in previous jobs. This maintains parallelism and a single set of job dependencies without needing a complete/sync
7 Days Ago
fixed WaterSystem NRE
7 Days Ago
merge from deep_sea
7 Days Ago
codegen
7 Days Ago
OceanSimulation split between deepsea and mainland - required extra indirection in most batched water queries but it's hidden away
7 Days Ago
strong internal hurt triggers in square hull to handle both clipping and player damage
7 Days Ago
merge from player_hurt
7 Days Ago
assigned missing physics mats on some boat building blocks
8 Days Ago
initialize deep sea shore vectors properly when loading cached shore vectors (editor-only issue)