1,872 Commits over 883 Days - 0.09cph!
extended triangular prism splash damage bounds to grills and triangle hatches as well
- slight adjustment to trianglular hatch bounds
first pass on improvements
- improved push/pull that actuall feels like it's pushing and pulling, much more intutive
- mirror mode for X/Z/XZ
refactor deploy guide IO to use an interface instead of a type-explicit retrieval
Setup IceSculpture IO as a subentity
- removed dead BaseSculpture protobuf declaration, nothing used it as syncvars were better
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1st pass of erosion improvements
- fixed various issues with erosion implementation and retuned to give better but similar results to previous
- new erosion splat map implementation based on soil removal, tuned per-biome
reduced SenseComponent overhead by about half
- only gather eye information once per tick rather than per entity
- reduced redundant calls into CanTarget
re-order and split checks in Trans_HasThreatTarget so that female livestock don't run any targeting checks, large part of idle fsm cost
merge from boat_test_cleanup
switched fixed wait to polling with timeout, takes 2s off another test
removed most low-quality playerboat tests from CI, fixed small bug in one
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3-solver mixed-BC setup on plague hazmat for testing
first pass, experimenting
setup plague hazmat skin targets
merge from PlagueHazmat_Improvements
wip procedural animation-target skin constraint
merge from modulator_as_struct
replaced soundpooling for a readonly struct modulator, avoids all allocs and doesn't change any of the usage
fixed jenkinsfile using wrong param name for slack channels
merge from pipe_mesh_optim
merge from pipe_mesh_optim
moved pipe mesh generation to use the MeshData native interfaces, including port of tangent calculation
- virtually 0 main-thread cost now, almost all of the work is done on job threads
merge from bone_retarget_optim
pre-initialize found bones array with the extra bones that have already been moved as part of DoBoneRetargeting to avoid pointlessly recursive searching for them
- much more impactful for things like hazmat skins that have a lot of extra bones for skirts
- ~0.3ms now for BoneRetarget
revert accidental cloth asset change
optim bone retarget, cache the found bones on the first lod's search so following lods can just read the cache directly
~6.5ms -> ~1ms
merge from triangle_block_isvisible_fix
- stops splash damage being applied to triangle floors and frames through walls in some cases
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enable for triangle frames and foundations as well
simplified 3-triangle closest point test to a single triangle for XZ and then clamping Y to the prismatic extents, more accurate and cheaper
stronger recursion checks
aliases show in console autocomplete results
added `alias` command that works the same as input.bind but with a custom command name instead
corrected simulation space not being handled by held items
don't gather colliders if collision is disabled
various BC improvements
- collision as proper capsules again
- colliders interpolate for sub-steps
- fixed accumulator issue that would appear after a big spike frame
- fixed issue with simulation space not actually being a simulation space
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