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684 Commits over 273 Days - 0.10cph!

7 Months Ago
merge DPV->world_update_2
7 Months Ago
Undo meta guid changes on wallpaper textures from previous merges
7 Months Ago
merge FrontierHazmat->world_update_2
7 Months Ago
merge main->FrontierHazmat
7 Months Ago
merge main->dpv
7 Months Ago
merge from FrontierHazmat/BurstCloth
7 Months Ago
3D Line-Line distance and closest point(s) utils
7 Months Ago
corrected skin constraint update maths - added skin constraint gizmos
7 Months Ago
burst cloth - moved skin constraint updates to IJobParallelForTransform to stop mainthread waiting for previous jobs (even though we only need read-only access, it doesn't know that) - fixed retrieval of bone data for player preview case
7 Months Ago
merge stability changes
7 Months Ago
reduced max placement distance on DPV - ran socket rename
7 Months Ago
added skin constraints to left him as well
7 Months Ago
burstcloth - made skin constraint editing less messy
7 Months Ago
burstcloth - added skin constraints to allow explicit separation from defined points on skinned mesh without needing projected collision - works alongside collision constraints, but allows solving explicit issues like knee clipping without having to rely fully on it - applied to hazmat prefab, also reset bone positions
7 Months Ago
merge from FrontierHazmat/burst_cloth
7 Months Ago
burstcloth - fixed siblings applying too much force as they were being iterated twice in different directions (this was increasingly unstable with higher numbers of substeps and constraint iterations)
7 Months Ago
made burstcloth large collision response pruning optional
7 Months Ago
configured prefab for cloth collision adjustment - tunic bone chains also lifted up
7 Months Ago
added field to burstcloth to control how the collision rays are projected towards the origin
7 Months Ago
split DPV into client/server/shared files
7 Months Ago
Hooked up fuel and health flashing warning lights - they sync up if they're both activated
7 Months Ago
hooked up speedometer and fuel ticks
7 Months Ago
code gen
7 Months Ago
merge from main
7 Months Ago
hitching - easing in break force over short number of frames to let it break easier after initial hitching - set hitching flag on attached entity - horse modifies speed with prescense of hitch flag
7 Months Ago
hitching tweaks - project hitch joint - move ridable queue processing to fixed update
7 Months Ago
Cherrypick cs102783 build fix
7 Months Ago
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7 Months Ago
Merge from broadphase_testing
7 Months Ago
switching to automatic box pruning
7 Months Ago
proper limits on hitch joint
7 Months Ago
merge from main
7 Months Ago
Merge from jobify_ocean_sim
7 Months Ago
overly simplified basis for hitchable entities
7 Months Ago
burst cloth constraints tell you if you mess up the min/max constraint order
7 Months Ago
replaced more expensive OverlapSphere->bool check only ridable horse was making with CheckSphere - removed Physics.OverlapSphere with bool return, we have CheckSphere for that
7 Months Ago
burst cloth handling view model scaling - requires setting a transform field on viewmodel burstcloth setups (done for frontier_hatchet)
7 Months Ago
fixed silly gc allocs coming from version Mathf.Min and Mathf.Max that take params arguments
7 Months Ago
re-use already calculated shore distance and terrain height values in water heigh calc
7 Months Ago
further improvements - replaced managed simdata with native - corrected flattened 3D array indexing - adjusted baking output to write data in native layout (rebaked)
7 Months Ago
Merge from obb_check_fixes - test framework version bump 1.1.33 -> 1.4.4
7 Months Ago
buoyancy cycle doesn't use transform autoSync and syncs once at the end
7 Months Ago
initial jobified ocean height queries - ran directly from the main thread, scheduling would be slower here due to number of queries made in different locations - using a flattened native copy of the ocean sim data that needs to replace the managed version
7 Months Ago
Merge from Entity_Query_Improvements
7 Months Ago
server compile fix
7 Months Ago
merge from hackweek_better_mountable_editor
7 Months Ago
player model preview handling mountpoint rotation
7 Months Ago
more mount position handles - position handles - fixed cache issue with removing mount positions
7 Months Ago
removed dead code
7 Months Ago
second pass on mount position scene gui - cached inactive GOs, disabled in hierarchy - animation sampled for pose only if the mount position changes - rendered with separate command buffer for more control - toggleable