323 Commits over 153 Days - 0.09cph!
further marching cubes work
- separating sculpting data from marching cubes view through a sampling interface
- pruning pass after initial generation to merge duplicate vertex data (21k verts to 3k verts in current test setup)
- some vertex generation changes that would let us interpret non-boolean datasets better
switched jagged array lookup table to multidimensional, should play nicer with native code when I convert it later
re-enabled flowMovementScale on kayak
slow and greedy starting point for marching cubes
- not calculated in correct coordinate space or interactable, but can at least present the correct mesh for a given 3D dataset
kitbashed ice sculpture stub prefab setup
- only diverting damage of allowed type at the moment
BC: fixing cloth flinging away with large rotation changes
- changed rotation origin to use player model transform's rotation, rather than its rotation field, as it depicts body root rotation better
- made collision distance thresholds tunable and brought it down on the dracula cape due to its bone density
- brought the floor up on the dracula cape damping curve slightly
wearables do proper bone retargetting in the skin viewer
- fixes issues with dracula cape bones not retargetting and extending the render bounds by an insane amount (appearing invisible)
reduce root motion strength on dracula cape BC assets (visually feels about the same, but less likely to explode on vehicles)
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BC: separated origin adjustments between crawling and incapacitated wounded states
- stop cloth getting caught around the head when incapacitated, while trying to minimize clipping (local gravity towards feet rather than orientating to world gravity)
merge from main/Halloween24
BC: handling null player properly in teleport check (player preview)
BC: bone transforms and bone states reset with player teleports (including mount/dismounting) and also reset with extreme single-frame angle changes
- stops cloth freaking out when you switch seats that are facing opposite directions (pedaltrike is the main offender)
- exposed LastTeleportTime in BaseMovement for this
merge from main/Halloween24
quick lerp on burstcloth length modifier, reduces jerky behaviour when changing between different modifiers
reduced length scaling on dracula cape when ducked and mounted to 0.9
adjusted MaxOriginDelta values on cape burstcloth to match similar assets
replaced fully rigid linear constraint with a stiff spring and a small linear limit for it to play in
- absorbs force spikes better, especially when a kinematic body is attached
horse walking, trotting, sprinting, and turning speeds modified by towing
- currently flat modifier of 60 percent across the board
missing TowingJointBreakDebug file
merge from halloween24
- some cloth fixes and dracula cape worldmodel collider fix
siege weapons override vehicle handbrakes when being towed
- fixed towed entities not getting their tow attach/detach callbacks
fixed negative scale on dracula cape worldmodel collider
client-only compile fixes
more towing strength adjustment
applying horse motion through rigidbody to give more information for joint resolution, also adjusted towing anchor down
halved twoing joint break strength
fixed native memory leak in OceanSimulation (only a problem if you're restarting a server in-editor a lot)
merge from ghost_sheet_fixes
set bike and horse mountables to animate cloth in worldspace
added head/clavicle/neck to ignored bones on ghostsheet to help collision behaviour at some lookangles
reduced wind shader values on GhostSheet material
merge from Halloween24/ghost_sheet_fixes
- fixed sheet exploding when mounting
- other small config changes to help collision and mounting movement
adjusted some bc config values for max origin delta and collision cast directions
setting length multiplier on ghost sheet BC controllers 1 across all states (stops exploding when mounting)
removed WaterVisibilityTrigger from xmas dungeon cell prefabs
removing WaterVisibilityTrigger from all halloween procedural dungeon cell prefabs and set it to not spawn a christmas dungeon
added TowConfig prefabattribute that's retrieved and combined between two objects when towing begins
- combines to the most restricted settings of both configs (a towing object may allow free rotation on an axis that the towed object may need to restrict)
cars ticking tow attachment properly and handling detaching
adjusting layering and position of towing anchors and triggers