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722 Commits over 304 Days - 0.10cph!

7 Months Ago
more towing - inverted control of towing attachment - simplified AttachTo func, we can get the anchor points internally with information from the interface
7 Months Ago
corrected body used by horse for towing and some hitch->tow renaming
7 Months Ago
separation of towing (renamed from hitching) into its own class, exposing an interface for things that want to tow or be towed (shared interface, the joint goes both ways)
7 Months Ago
merge from flow_vector_field
7 Months Ago
corrected offset of dpv mounting bounds check
7 Months Ago
fixed water on billb test map
7 Months Ago
dpv compile fix
7 Months Ago
not applying flow forces on lakes, the water is still - also cleaned up the accumulation of the flow force, the amount of nesting was horrific
7 Months Ago
accidental doubling up of waterflow generation for rivers
7 Months Ago
dirty prototype of converting terrain alpha map to holes map to replace terrain ignore volumes from physics checks
7 Months Ago
let dpv be picked up with fuel and give you the fuel if you do
7 Months Ago
using parallel call to populate water flow from shore vectors
7 Months Ago
not serializing flowmap, we can just generate it on load
7 Months Ago
merge from world_update_2
7 Months Ago
added additional checks to dpv mounting to make it harder to get stuck
7 Months Ago
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7 Months Ago
bc - brought root motion strength on frontier hatchet up slightly from zero
7 Months Ago
7 Months Ago
merge from world_update_2
7 Months Ago
non-linear flow scaling, with further tuning
7 Months Ago
merge from world_update_2
7 Months Ago
scaling flow forces with shore distance (needs more tuning)
7 Months Ago
merge from world_update_2
7 Months Ago
burstcloth - fix to initialization of collision direction when initialized with some rotation (only come up as a problem in media prod so far)
7 Months Ago
waterflow changes - corrected ordering of writing water flow from shorevectors and river tangents - moved generation of WaterFlowMap into PostProcessing and put it all in one place
7 Months Ago
better separation of flow vector/angle generation, still need to find a proper home for it
7 Months Ago
functional waterflowmap - saved/loaded like other terrain data - need to adjust where it's written to, it's still hacked into other terrain generation processes
7 Months Ago
basis of water flow terraindata - compressed y-axis rotation of a world-aligned forward vector to a byte (about 0.71 degree error) in -pi to +pi range
7 Months Ago
merge from world_update_2
7 Months Ago
merge from world_update_2
7 Months Ago
Merge from dpv_anim_transition_fix - contains a change to BaseMountable.Mount that replaces an RPC call to ForcePositionTo with an immediate network update on the player
7 Months Ago
replaced an RPC call to ForcePositionTo with an immediate net update of the player when mounting - both feel responsive, but seperating the change in position from the mounted state caused an edge case in anim state transitions
7 Months Ago
added condition to normal swimming->standing transition to not be mounted
7 Months Ago
added direct transition from swimming<-->sitting anim states, driven by water level - this stops the anim graph from always passing through standing when mounting or dismounting DPV
7 Months Ago
merge from world_update_2
7 Months Ago
updated manifest (dpv was lost in the merge)
7 Months Ago
merge from world_update_2
7 Months Ago
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7 Months Ago
Null check on water visibility grid, should stop scene issues with terrain (didn't catch it was executed in edit mode as well)
7 Months Ago
update non-convex mesh tool to check for deployables that place onto slots without socket chekcs
7 Months Ago
bumped exception report message max size to 600 and tied it to a convar (can't be set lower than the original maximum) - this codegen also includes the new servside ragdoll default convar from 104903
7 Months Ago
merge from watervisibilitygrid_fixes
7 Months Ago
WaterVisibilityGrid fixes - made it non-static, easier to manage lifetime this way and it should've been owned by the WaterCollision system anyway - adjusted grid to handle ref-counting, this isn't strictly necessary but is the only way to sanely verify if the system has broken (memory footprint is ~1MB) - slightly inflated static trigger bounds by an absolute value to manage small noise changes in position that can push it over a boundary - added a virtual function to EnvironmentVolumeTrigger that lats derived classes run code with a guaranteed trigger collider (some visibility volumes were being missed in OnEnabled from this)
7 Months Ago
stopping watervisibilitygrid error spam - still need to fix the core issue
7 Months Ago
subtracting 104763 - we are using the W component on shore vectors in the shaders, just not in code
7 Months Ago
drop w component on shore vectors, nothing reads it and we have terrain topology to get the samee information
7 Months Ago
Merge from water_visibility_grid - provides 2D grid for early exit on most WaterCollision.GetIgnore checks - dynamic water visibility volumes are brute-force checked, but there are an extremely small number of instances
7 Months Ago
close profiler sample region properly on early exit
7 Months Ago
merge from world_update_2
7 Months Ago
only apply surface breaking drag to non-kinematic players (fixes warning when DPV would submerge)