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branchrust_reboot/main/naval_updatecancel

51 Commits over 184 Days - 0.01cph!

9 Months Ago
centred floating_city_3 terrain properly, rebaked shore vectors
11 Months Ago
handle height comparison on all bake shore vector data when applying, only 1 of the 4 data arrays was doing it correctly
11 Months Ago
invalidating cached BaseEntity for TriggerParent OnTransformParentChanged - fixes boats not parenting you again after editing them
11 Months Ago
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11 Months Ago
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11 Months Ago
merge from fixedupdate_cleanup
11 Months Ago
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
11 Months Ago
merge from wall_parenting_triggers
11 Months Ago
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11 Months Ago
shift DeployAndEditCooldown to the end of the frame, the Busy flag it sets messes with some vehicle initialization behaviour otherwise
11 Months Ago
removed TerrainCollisionTrigger component that shouldn't have been on PTBoat
11 Months Ago
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11 Months Ago
don't let you push a PlayerBoat if you're parented to it
11 Months Ago
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11 Months Ago
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11 Months Ago
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11 Months Ago
corrected island fudge radius for shore vectors that was adding a lot of noise around islands shore vectors and a visible seam
11 Months Ago
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11 Months Ago
put PlayerEnterDeepSea client rpc call back in with correct name
12 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
12 Months Ago
setting global shader params update flag after regenerating textures for dirty DeepSea data flags
1 Year Ago
use a realmed trace for TriggerParent.HasObjUnderFeet so they don't freak out in-editor at speed
1 Year Ago
PlayerBoat uses HasDriver to check AnyMounted, corrects flipped behaviour not running
1 Year Ago
merge from anchored_boat_mass
1 Year Ago
merge from deepsea_terraintexturing_leak
1 Year Ago
handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)
1 Year Ago
merge from engine_improved_fuel_access
1 Year 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
1 Year Ago
merge from boat_flipped_wheel_mounting
1 Year 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
1 Year Ago
boat engines don't apply force when boat isn't in water
1 Year Ago
merge from boat_better_shallow_water_behaviour
1 Year Ago
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1 Year Ago
merge from boat_optims
1 Year Ago
corrected convar bounds
1 Year Ago
corrected physics bounds
1 Year Ago
merge from buoyancy_deepunderwater_fix
1 Year Ago
fixed clip check
1 Year Ago
stupid pooling fix
1 Year Ago
merge from ai_vehicle_clipping_check_optim
1 Year Ago
merge from npc_PlayerSyncCycle_optim
1 Year Ago
merge from shorevector_disabled_terrain_fix
1 Year Ago
merge from boat_stability
1 Year Ago
mereg from boat_stability
1 Year Ago
merge from boat_stability - anti-beaching forces - boat separation - general control improvements
1 Year Ago
regenerate static fields to fix compile - added ResetStaticFields call to codegen clean
1 Year Ago
cleaned up some dead code in playerboat controls
1 Year Ago
fixed compile from CoACD
1 Year Ago
wrap custom coacd editor in defines
1 Year Ago
merge from /main/coACD - adds FPConvexCollisionBaker that we can use to bake convex collider sets for compatibility with dynamic RBs (PlayerBoats)