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50 Commits over 122 Days - 0.02cph!

12 Days Ago
handle height comparison on all bake shore vector data when applying, only 1 of the 4 data arrays was doing it correctly
13 Days Ago
invalidating cached BaseEntity for TriggerParent OnTransformParentChanged - fixes boats not parenting you again after editing them
13 Days Ago
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13 Days Ago
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13 Days Ago
merge from fixedupdate_cleanup
13 Days Ago
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
18 Days Ago
merge from wall_parenting_triggers
19 Days Ago
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19 Days Ago
shift DeployAndEditCooldown to the end of the frame, the Busy flag it sets messes with some vehicle initialization behaviour otherwise
20 Days Ago
removed TerrainCollisionTrigger component that shouldn't have been on PTBoat
20 Days Ago
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20 Days Ago
don't let you push a PlayerBoat if you're parented to it
20 Days Ago
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20 Days Ago
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21 Days Ago
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22 Days Ago
corrected island fudge radius for shore vectors that was adding a lot of noise around islands shore vectors and a visible seam
25 Days Ago
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25 Days Ago
put PlayerEnterDeepSea client rpc call back in with correct name
42 Days Ago
reduction in sail position influence on thrust, less than half what it was but still double the engine's - still impacts how you place them on the baot but results in less situations where it feels like the boat is not behaving as it should
42 Days Ago
setting global shader params update flag after regenerating textures for dirty DeepSea data flags
43 Days Ago
use a realmed trace for TriggerParent.HasObjUnderFeet so they don't freak out in-editor at speed
46 Days Ago
PlayerBoat uses HasDriver to check AnyMounted, corrects flipped behaviour not running
46 Days Ago
merge from anchored_boat_mass
46 Days Ago
merge from deepsea_terraintexturing_leak
46 Days Ago
handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)
46 Days Ago
merge from engine_improved_fuel_access
46 Days Ago
halved shore vector generation time in editor with batched water depth queries (250ms off the time to get into playmode) - we should jobify the DistanceField stuff as well, but this is a quicker win
47 Days Ago
merge from boat_flipped_wheel_mounting
48 Days Ago
corrected Sail's CacheIsWindBlocked check to handle realmed colliders - tried batching this but there's not enough casts for it to be worth the overhead
48 Days Ago
boat engines don't apply force when boat isn't in water
48 Days Ago
merge from boat_better_shallow_water_behaviour
53 Days Ago
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53 Days Ago
merge from boat_optims
54 Days Ago
corrected convar bounds
54 Days Ago
corrected physics bounds
55 Days Ago
merge from buoyancy_deepunderwater_fix
55 Days Ago
fixed clip check
55 Days Ago
stupid pooling fix
55 Days Ago
merge from ai_vehicle_clipping_check_optim
55 Days Ago
merge from npc_PlayerSyncCycle_optim
57 Days Ago
merge from shorevector_disabled_terrain_fix
3 Months Ago
merge from boat_stability
3 Months Ago
mereg from boat_stability
3 Months Ago
merge from boat_stability - anti-beaching forces - boat separation - general control improvements
3 Months Ago
regenerate static fields to fix compile - added ResetStaticFields call to codegen clean
3 Months Ago
cleaned up some dead code in playerboat controls
3 Months Ago
fixed compile from CoACD
3 Months Ago
wrap custom coacd editor in defines
3 Months Ago
merge from /main/coACD - adds FPConvexCollisionBaker that we can use to bake convex collider sets for compatibility with dynamic RBs (PlayerBoats)
4 Months Ago
draw physics world bounds on ValidBounds gizmos to ensure they line up sensibly