branchrust_reboot/main/naval_updatecancel
32 Commits over 92 Days - 0.01cph!
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
setting global shader params update flag after regenerating textures for dirty DeepSea data flags
use a realmed trace for TriggerParent.HasObjUnderFeet so they don't freak out in-editor at speed
PlayerBoat uses HasDriver to check AnyMounted, corrects flipped behaviour not running
merge from anchored_boat_mass
merge from deepsea_terraintexturing_leak
handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)
merge from engine_improved_fuel_access
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
merge from boat_flipped_wheel_mounting
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
boat engines don't apply force when boat isn't in water
merge from boat_better_shallow_water_behaviour
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merge from buoyancy_deepunderwater_fix
merge from ai_vehicle_clipping_check_optim
merge from npc_PlayerSyncCycle_optim
merge from shorevector_disabled_terrain_fix
merge from boat_stability
mereg from boat_stability
merge from boat_stability
- anti-beaching forces
- boat separation
- general control improvements
regenerate static fields to fix compile
- added ResetStaticFields call to codegen clean
cleaned up some dead code in playerboat controls
wrap custom coacd editor in defines
merge from /main/coACD
- adds FPConvexCollisionBaker that we can use to bake convex collider sets for compatibility with dynamic RBs (PlayerBoats)
draw physics world bounds on ValidBounds gizmos to ensure they line up sensibly