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1,665 Commits over 791 Days - 0.09cph!

10 Months Ago
merge from buoyancy_deepunderwater_fix
10 Months Ago
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
10 Months Ago
fixed clip check
10 Months Ago
stupid pooling fix
10 Months Ago
merge from ai_vehicle_clipping_check_optim
10 Months Ago
account for ClippingAiChecks another level up in BaseVehicle to avoid running an OverlapBox query in cases where we wouldn't run any mounted clipping checks anyway
10 Months Ago
merge from npc_PlayerSyncCycle_optim
10 Months Ago
merge from boat_building
11 Months Ago
removed all the debug logs I forgot about
11 Months Ago
added TriggerParentDelayedExit that defers Unparenting by small amount, allows bridging small gaps in parent volumes seemlessly without needing to find them algorithmically - replaced all TriggerParnet in BoatBuildingBlocks with this
11 Months Ago
merge from parenting_improvements
11 Months Ago
compile fix for BaseMountable change - switched out client-incompatible check to an explicit disabling of the behaviour from the vehicle parent instead - set flag on PlayerBoat only
11 Months Ago
merge from parenting_improvements - just the stairs parenting volume
11 Months Ago
gave boat stairs their own parenting trigger volume
11 Months Ago
pick up fuel when picking up boat engine
11 Months Ago
merge from boat_mountable_fixes
11 Months Ago
set steering wheel as DirectlyMountable, behaviour is the same but shortcuts checking the vehicle parent MountInfo in some cases
11 Months Ago
check whether the BaseMountable is a MountPoint for its vehicle parent when checking HasValidDismountPosition - already being checked for retrieving the actual positions, this just stops the menu item being hidden in some cases
11 Months Ago
setting ForceDeployableSetParent to true for the PlayerBoat so parenting deployables actually works
11 Months Ago
missing file
11 Months Ago
moving some cargoship/tugboat special behaviour cases in deployabled and HitInfo to be driven by an interface tag rather than direct type check - deployables parent directly to the vehicle instead of sub-entities - special handling in some HitInfo data generation
11 Months Ago
merge from shorevector_disabled_terrain_fix
11 Months Ago
rebaked Tropical 3 and 4, slope data was broken
11 Months Ago
handling disabled terrain properly in shore vector bake
11 Months Ago
corrected buoyancy using almost none of the correct DeepSea data sources for querying wave information
11 Months Ago
put the ocean back into the cargo test scene (ocean topology)
11 Months Ago
merge from fc_shorevector_fixes
11 Months Ago
painted ocean topology onto shared FC terrain and rebaked shore vectors
11 Months Ago
handling null/empty heightslope and waterheight data in baked data properly (was trying to blit empty arrays)
11 Months Ago
rebaked FC 1/2/3 so the data isn't infinity
11 Months Ago
support minimum enforced shore distance on baked data to handle FC better
11 Months Ago
merge from oceansimulation_split - running two ocean simulations, all usage switches between based on position (like all other deepsea code) and batched queries gather indirect indices
11 Months Ago
11 Months Ago
11 Months Ago
fixed issues with batched ocean trace deferred jobs using AsDeferredJobArray for the rays in the IJobParallelForDefer OceanTraceJob as the indices now drive the deferred batch size and we still need a view of the rays list that is aware of the populated size in previous jobs. This maintains parallelism and a single set of job dependencies without needing a complete/sync
11 Months Ago
fixed WaterSystem NRE
11 Months Ago
merge from deep_sea
11 Months Ago
codegen
11 Months Ago
OceanSimulation split between deepsea and mainland - required extra indirection in most batched water queries but it's hidden away
11 Months Ago
strong internal hurt triggers in square hull to handle both clipping and player damage
11 Months Ago
merge from player_hurt
11 Months Ago
assigned missing physics mats on some boat building blocks
11 Months Ago
initialize deep sea shore vectors properly when loading cached shore vectors (editor-only issue)
11 Months Ago
cleanup left note for possible change to how angles are populated if it proves a performance issue
11 Months Ago
merge from directional_drag
11 Months Ago
added command to print DragByAngle table of a boat you're looking at (admin only)
11 Months Ago
reduced ray count slightly and only recaching BoatBuildingBlocks if the list is empty
11 Months Ago
better ray batching, as always it's bottlenecked by Verify - added GamePhysics.SortDeferred which returns the sort JobHandle, useful in this case where we're scheduling multiple parallel batches
11 Months Ago
mapped accumulated area to drag values, needs further balancing but adjusts between 0.8->1.5 rang currently - using batched casts, still a bit slow - substepping drag values between angles for continuous values
11 Months Ago
merge from boat_building