1,516 Commits over 669 Days - 0.09cph!
merge from dragbyangle_rebalance2
more aggressive drag-by-angle tuning, low floor and higher ceiling
- moved params to convars to make tuning easier in tests
setup AK to use flatback charms, setup backpack with flatback variant
custom editor for attachments to help joint config
AccessoryItems can store an alternate prefab to optionally use, VM can have `useFlatBackCharm` set to use a more joint-restricted version to avoid clipping
merge from playerboat_droppeditem_parent_fix
ensure DroppedItems are woken before boats are built so that trigger events aren't missed
merge from dragbyangle_rebalance
merge from playerboat_player_transfer_fix
replicated previous fix in jobs version of code
merge from playerboat_player_transfer_fix
▋ ▉▇▆▊▇ █▄▊▋▍▊▌▊ ▊▋▊▇▋▍▋▋▅▉▌▌▍▅▌▆█▅ █▄▄▉▅█▍█▇ ▉▉ ▋▊▋ ▍▉█▊▋▌ ▊▋ ▄▄█▌▇▌▇ ▆▆ █▆▋▅▋▉▄▊▅█▆▊▆ ▆▇ ▍▅▌█▋▅ ▉▊▉▋▍▄▄ ▇▄ ▄▅▄▆▄█▌▉ ▅▄▇▄▉▇ ▇▅▌ ▋▅▌▆▍▌▉▅▍▊ ▆▇▋█▄▆▄ ▇▅▉▄▅▌▅▉ ▊▇ █▄▍▆ ▆▊▅▇▍█▌ ▅▆▉▄▅▌
compile fix - missing debug ifdef around test fixture
rebalance PlayerBoat drag-by-angle, more pronounced differences with shape (more impactful on larger boats)
merge from automated_testing_ocean
more info in drag table test
finally made drag-by-angle genuinely consistent at varying angle for all boat shapes and sizes
- increased hull triangle bounds slightly to properly fit it
- handling non-square hull block bouds when getting bounds of hull for defining raycast planes
- increased number of hits per-raycast to handle large bounds, would return incorrect hits in some cases due to unity things
moved ScopedOcean from TestFixture->RustTestFixture
fixed playerboat test fixture SetUp not calling base.SetUp and nuking the GlobalNetworkHandler in teardown
removed old test fixture api usage
merge from playerboat_tests
replaced missed topology usage
replace topology query in road terrain modification with type query
better entry/exit spawning, road positions snap onto mesh (should really be baked into the prefab)
- no middle segment spawning
- need to do more work on defining bridge points and adjusting paths to align better
super wip bridge entry segment spawning, just testing high level approach and prefab setup
brought length relaxation back up to 1, mistakenly tweaked and caused small clipping
initial BC pass
- revert per-prefab overrides on BC controller, all modifications done on base prefab
- controller setup for low iteration count with low root motion strength
added additional filter to Any grid query, lets you set an ignore filter for contents that you never care about and can consider the region "empty" for - as well as the usual filter based on gameplay spec (finer distance, player state, etc.)
- lets us sleep the WakeAIZ properly while still allowing early-exit on the first found filter-matching player
corrected empty grid logic
switch to AnyPlayersInSphereFast to inline non-npc + trigger volume checks against players, avoids gathering all players in a huge region to then get a passing check on the 1st one, still provides information on whether the grid regions checked were all empty to allow the trigger to stop ticking
additional boat types, missing files
DDraw.Arrow passes distanceFade and zTest params to the Line() call correctly (was just repsected by the arrow head)
basis for bridge generation, just finding bridge segments on road paths and breaking down into entry/middle/exit sections
made ProceduralMapRoadSimple usabel
storing "point types" in PathInterpolator to let per-usecase definitions of types along path points - initially only having circular road ring define some path types for BridgeExitEntry and BridgeSegment to have it sit above water instead of bringing terrain up to it
added a bunch more boat layouts for testing
basis of test to print table of front-on drag of a set of different copypaste boats, going to be used for retuning drag-by-angle values
drag consistency fix
- track generated rays on each drag projection plane, in some situations it could result in generating an extra ray and alter drag values
- all tests now passing
added test case to retest specific known-failing drag consistency tests
- adjust TestFixture to allow it to run non-public test methods so my dodgy BoatRotFailSetup test parameter struct doesn't need to be public