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1,086 Commits over 487 Days - 0.09cph!

2 Days Ago
put the ocean back into the cargo test scene (ocean topology)
2 Days Ago
merge from fc_shorevector_fixes
2 Days Ago
painted ocean topology onto shared FC terrain and rebaked shore vectors
2 Days Ago
handling null/empty heightslope and waterheight data in baked data properly (was trying to blit empty arrays)
2 Days Ago
rebaked FC 1/2/3 so the data isn't infinity
2 Days Ago
support minimum enforced shore distance on baked data to handle FC better
2 Days Ago
merge from oceansimulation_split - running two ocean simulations, all usage switches between based on position (like all other deepsea code) and batched queries gather indirect indices
2 Days Ago
2 Days Ago
2 Days Ago
fixed issues with batched ocean trace deferred jobs using AsDeferredJobArray for the rays in the IJobParallelForDefer OceanTraceJob as the indices now drive the deferred batch size and we still need a view of the rays list that is aware of the populated size in previous jobs. This maintains parallelism and a single set of job dependencies without needing a complete/sync
2 Days Ago
fixed WaterSystem NRE
2 Days Ago
merge from deep_sea
2 Days Ago
codegen
2 Days Ago
OceanSimulation split between deepsea and mainland - required extra indirection in most batched water queries but it's hidden away
3 Days Ago
strong internal hurt triggers in square hull to handle both clipping and player damage
3 Days Ago
merge from player_hurt
3 Days Ago
assigned missing physics mats on some boat building blocks
3 Days Ago
initialize deep sea shore vectors properly when loading cached shore vectors (editor-only issue)
3 Days Ago
cleanup left note for possible change to how angles are populated if it proves a performance issue
3 Days Ago
merge from directional_drag
3 Days Ago
added command to print DragByAngle table of a boat you're looking at (admin only)
3 Days Ago
reduced ray count slightly and only recaching BoatBuildingBlocks if the list is empty
3 Days Ago
better ray batching, as always it's bottlenecked by Verify - added GamePhysics.SortDeferred which returns the sort JobHandle, useful in this case where we're scheduling multiple parallel batches
3 Days Ago
mapped accumulated area to drag values, needs further balancing but adjusts between 0.8->1.5 rang currently - using batched casts, still a bit slow - substepping drag values between angles for continuous values
3 Days Ago
merge from boat_building
4 Days Ago
initial WIP directional drag (not balanced and not fast) - take a set of planes offset from hull block bounds at a regular set interval - project min/max bounds extents onto plane and perform a set of raycasts in flow direction and use dot of normal against -flow to scale drag impact and accumulate - drag is saved per-angle and will update for the boat at set intervals by slerping between nearest values to current angle of velocity against forward - considering this as "drag" currently, but may apply this as a force for easier control
4 Days Ago
structure to query drag by angle from flattened pre-baked data (dummy data for testing)
5 Days Ago
merge from shore_vectors
5 Days Ago
sending client RPC to a player when entering the deep sea, currently only used to reset deepsea terrain texturing data
5 Days Ago
merge from physics_pass_two
5 Days Ago
playerboat wavePID balance
5 Days Ago
check boat engine state instead of driver state for enabling correction forces (playerboats are powered without someone at the helm)
5 Days Ago
improve transform access in correction forces
5 Days Ago
undid plane points reordering in the prefab, code was adjusting it in the wrong order - corrected there instead
5 Days Ago
re-ordered control forces plane points so plane normal points up, also set non-stupid values for control accel
5 Days Ago
steeringwheel controls HasDriver flag of parent boat
5 Days Ago
enabling PlayerBoat correction forces with some initial balance
5 Days Ago
added acceleration mode for boat wave correction forces, default is force (old behaviour) - lets us have consistent control forces on playerboats without worrying about mass differences
5 Days Ago
handling torque scaling properly when accumulated forces cancel (was dividing by zero in some cases and apply naninf torque)
5 Days Ago
removed unused field from shore vector override mod
5 Days Ago
merge from shore_vectors
5 Days Ago
merge from shore_vectors
5 Days Ago
merge from deep_sea
5 Days Ago
merge from floating_city_support
5 Days Ago
applying baked data for floating cities
6 Days Ago
gave shore vector override mod inner radius to allow linear falloff between inner and outer radii with hard limit inside inner radius
6 Days Ago
allow shorevector-only bake, handle in blitting
6 Days Ago
merge from shore_vectors
6 Days Ago
parallel blit
6 Days Ago
adjusted default deep sea height slope data to match expected minimum for deep sea (-64)