1,307 Commits over 548 Days - 0.10cph!
merge from better_smoothing
hooked smoothing up to brush hardness in the GUI re-mapping 0-1 values to sane internal values
code support for SmoothMin and SmoothMax to allow per-modifier smoothing to be applied (using as a standin for brush hardness or smoothing)
moved ice block to Deployed layer
removed old movement/bullet blocker setup and other cleanup
stopped some unecessary cube marching enqueues when placed
corrected mesh ID used for physics mesh bake, also kick off the async bake jobs with ScheduleBatchedJobs for sanity as we want them to start asap to reduce the chance of them still needing to finish work when they are completed in the next FixedUpdate
fixed wrong physics mesh assignment and server compile errors
separate collision mesh generation from visual, still works assigning the same mesh to both
- lets us have consistent collision between censoredsigns being enabled/disabled
experimenting with disabling Physics.autoTransformSync during the mountables VehicleFixedUpdate - would likely have some consequences, but there's too many cases to easily test
merge from boat_wall_trigger_improvements
merge from ramp_plank_parenting_fix
merge from kinematic_shoredrift_fix
merge from trigger_parent_nre_fix
rebuild censor chunks and reapply properly when censorsigns changes
removed 3D gaussian blur entirely, it was too slow
split censoring XYZ segment counts and convarred, defaulting to (4,5,4)
local-region OBB pointcloud fitting
slight cleanup, disabling blur for now
very slow starting point for censored mesh creation for HideSigns mode
- break down chunks into set of local bounds
- approximate bounds with sphere SDFs
- single 3D gaussian blur step to crunch up the spheres
handle height comparison on all bake shore vector data when applying, only 1 of the 4 data arrays was doing it correctly
invalidating cached BaseEntity for TriggerParent OnTransformParentChanged - fixes boats not parenting you again after editing them
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merge from fixedupdate_cleanup
TriggerForce also uses a cancellable InvokeFixedTime based on empty state
split JunkPileWater FixedUpdate into timed InvokeRandomized to replace nextPlayerCheck timer and UpdateMovementFixedTick on InvokeRepeatingFixedTime only when a player is nearby
removed FixedUpdate from TriggerPlayerForce in favour of cancellable FixedTime reapting invokes based on trigger contents
- we have a lot more of these with boats now
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
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Islands cleanup job, stops any loose disconnected bits hanging around
- bit of an odd one, requires a flood fill that touches any cells above the iso threshold but not to traverse beyond them or we end up ruining the vertex interpolation
don't try and modify velocity of kinematic bodies that are undergoing shoredrift
improved transform access
don't touch any tick interpolator stuff for NPCs during MovePosition
merge from triggerparent_pooling_leak
bake shore vectors in s2p, required changing s2p to run as an editor coroutine which needs more testing
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switched out parent triggers on plank and small_ramp deployables to use delayed exit
merge from ice_sculptures2
- renamed old christmas2025_dlc/ice_sculpture to get it out the way, the merges were too broken
merge from ice_sculptures2, kept source to override previous merge from older changeset
extended boat wall parent triggers upwards, handles low walls on top without a floor piece much better