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42 Commits over 184 Days - 0.01cph!

5 Months Ago
centred floating_city_3 terrain properly, rebaked shore vectors
7 Months Ago
handle height comparison on all bake shore vector data when applying, only 1 of the 4 data arrays was doing it correctly
7 Months Ago
invalidating cached BaseEntity for TriggerParent OnTransformParentChanged - fixes boats not parenting you again after editing them
7 Months Ago
merge from fixedupdate_cleanup
7 Months Ago
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
7 Months Ago
merge from wall_parenting_triggers
7 Months Ago
shift DeployAndEditCooldown to the end of the frame, the Busy flag it sets messes with some vehicle initialization behaviour otherwise
7 Months Ago
removed TerrainCollisionTrigger component that shouldn't have been on PTBoat
7 Months Ago
don't let you push a PlayerBoat if you're parented to it
7 Months Ago
corrected island fudge radius for shore vectors that was adding a lot of noise around islands shore vectors and a visible seam
7 Months Ago
put PlayerEnterDeepSea client rpc call back in with correct name
8 Months 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
8 Months Ago
setting global shader params update flag after regenerating textures for dirty DeepSea data flags
8 Months Ago
use a realmed trace for TriggerParent.HasObjUnderFeet so they don't freak out in-editor at speed
8 Months Ago
PlayerBoat uses HasDriver to check AnyMounted, corrects flipped behaviour not running
8 Months Ago
merge from anchored_boat_mass
8 Months Ago
merge from deepsea_terraintexturing_leak
8 Months Ago
handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)
8 Months Ago
merge from engine_improved_fuel_access
8 Months 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
8 Months Ago
merge from boat_flipped_wheel_mounting
8 Months 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
8 Months Ago
boat engines don't apply force when boat isn't in water
8 Months Ago
merge from boat_better_shallow_water_behaviour
8 Months Ago
merge from boat_optims
8 Months Ago
corrected convar bounds
8 Months Ago
corrected physics bounds
8 Months Ago
merge from buoyancy_deepunderwater_fix
8 Months Ago
fixed clip check
8 Months Ago
stupid pooling fix
8 Months Ago
merge from ai_vehicle_clipping_check_optim
8 Months Ago
merge from npc_PlayerSyncCycle_optim
8 Months Ago
merge from shorevector_disabled_terrain_fix
9 Months Ago
merge from boat_stability
9 Months Ago
mereg from boat_stability
9 Months Ago
merge from boat_stability - anti-beaching forces - boat separation - general control improvements
9 Months Ago
regenerate static fields to fix compile - added ResetStaticFields call to codegen clean
9 Months Ago
cleaned up some dead code in playerboat controls
10 Months Ago
fixed compile from CoACD
10 Months Ago
wrap custom coacd editor in defines
10 Months Ago
merge from /main/coACD - adds FPConvexCollisionBaker that we can use to bake convex collider sets for compatibility with dynamic RBs (PlayerBoats)
10 Months Ago
draw physics world bounds on ValidBounds gizmos to ensure they line up sensibly