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50 Commits over 122 Days - 0.02cph!

57 Days Ago
handle height comparison on all bake shore vector data when applying, only 1 of the 4 data arrays was doing it correctly
58 Days Ago
invalidating cached BaseEntity for TriggerParent OnTransformParentChanged - fixes boats not parenting you again after editing them
58 Days Ago
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58 Days Ago
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58 Days Ago
merge from fixedupdate_cleanup
58 Days Ago
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
2 Months Ago
merge from wall_parenting_triggers
2 Months Ago
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2 Months Ago
shift DeployAndEditCooldown to the end of the frame, the Busy flag it sets messes with some vehicle initialization behaviour otherwise
2 Months Ago
removed TerrainCollisionTrigger component that shouldn't have been on PTBoat
2 Months Ago
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2 Months Ago
don't let you push a PlayerBoat if you're parented to it
2 Months Ago
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2 Months Ago
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2 Months Ago
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2 Months Ago
corrected island fudge radius for shore vectors that was adding a lot of noise around islands shore vectors and a visible seam
2 Months Ago
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2 Months Ago
put PlayerEnterDeepSea client rpc call back in with correct name
3 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
3 Months Ago
setting global shader params update flag after regenerating textures for dirty DeepSea data flags
3 Months Ago
use a realmed trace for TriggerParent.HasObjUnderFeet so they don't freak out in-editor at speed
3 Months Ago
PlayerBoat uses HasDriver to check AnyMounted, corrects flipped behaviour not running
3 Months Ago
merge from anchored_boat_mass
3 Months Ago
merge from deepsea_terraintexturing_leak
3 Months Ago
handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)
3 Months Ago
merge from engine_improved_fuel_access
3 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
3 Months Ago
merge from boat_flipped_wheel_mounting
3 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
3 Months Ago
boat engines don't apply force when boat isn't in water
3 Months Ago
merge from boat_better_shallow_water_behaviour
3 Months Ago
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3 Months Ago
merge from boat_optims
3 Months Ago
corrected convar bounds
3 Months Ago
corrected physics bounds
3 Months Ago
merge from buoyancy_deepunderwater_fix
3 Months Ago
fixed clip check
3 Months Ago
stupid pooling fix
3 Months Ago
merge from ai_vehicle_clipping_check_optim
3 Months Ago
merge from npc_PlayerSyncCycle_optim
3 Months Ago
merge from shorevector_disabled_terrain_fix
4 Months Ago
merge from boat_stability
4 Months Ago
mereg from boat_stability
4 Months Ago
merge from boat_stability - anti-beaching forces - boat separation - general control improvements
4 Months Ago
regenerate static fields to fix compile - added ResetStaticFields call to codegen clean
4 Months Ago
cleaned up some dead code in playerboat controls
5 Months Ago
fixed compile from CoACD
5 Months Ago
wrap custom coacd editor in defines
5 Months Ago
merge from /main/coACD - adds FPConvexCollisionBaker that we can use to bake convex collider sets for compatibility with dynamic RBs (PlayerBoats)
5 Months Ago
draw physics world bounds on ValidBounds gizmos to ensure they line up sensibly