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1,825 Commits over 852 Days - 0.09cph!

11 Months Ago
force World prefab spawning to spawn both client and server manager instances of the prefab in listen-server mode - something hacky in bootstrap to not fail trying to build a navmesh, we're populating TerrainMeta.Path.Monuments twice here but it might be a non-issue beyond this one
11 Months Ago
create GO for the client's physics scene to just hold a terrain collider (Terrain component not needed as it can reference the same TerrainData), should be able to share the static ignore grid still as well
11 Months Ago
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
11 Months Ago
merge from SeparatePhysicsScenes
11 Months Ago
moved some vertex processing into multi-threaded generation
11 Months Ago
fixed triangle -> vertices/indices processing, each edge holds a cache of indices (max of 4 that it can produce in any configuration) and vertices check this cache before adding their own - EdgeKey now just holds the interpolated vertex and an order-independent hash of the grid corners it is defined by - Lets us weld vertices within our own tolerance, roughly halves verts and allows smooth normals to be calculated properly (we lose hard edges a bit with this, but we can solve that procedurally later if we want)
11 Months Ago
merge from the correct gui_sculpting branch
11 Months Ago
merge from sdf_sculpting
11 Months Ago
reduced triangles->vertices/indices processing by roughly half by making Triangles/EdgeKeys readonly struct and only calculating the hash once on creation, done in parallel when they're created and reduces the overhead in the single-thread processing stage
11 Months Ago
improved triangles->indices generation performance a bit, mainly trying to make it somewhat readable
11 Months Ago
sped up marching cube triangle generation by 10x by using local list batches with IJobParallelForBatch to reduce NativeList<>.ParallelWriter locking adds (~0.35ms -> ~0.05ms)
11 Months Ago
Indirectly iterate modifiers with separate list of modifier types that servers as history
11 Months Ago
cleanup
11 Months Ago
trying to make sense of shit code I wrote a year ago
11 Months Ago
got test scene working properly
11 Months Ago
merge from ice_sculptures/sdf_sculpting
11 Months Ago
codegen
11 Months Ago
merge from gui_sculpting
11 Months Ago
undid some questionable shader changes, need a way to supply a triplanar anchor for sculptures or it pans when rotating them in-gui
11 Months Ago
codegen
11 Months Ago
merge from ice_sculptures/gui_sculpting - bit broken still
11 Months Ago
sculpture item not hidden
11 Months Ago
reduction in sail position influence on thrust, less than half what it was but still double the engine's - still impacts how you place them on the baot but results in less situations where it feels like the boat is not behaving as it should
11 Months Ago
setting global shader params update flag after regenerating textures for dirty DeepSea data flags
11 Months Ago
use a realmed trace for TriggerParent.HasObjUnderFeet so they don't freak out in-editor at speed
11 Months Ago
PlayerBoat uses HasDriver to check AnyMounted, corrects flipped behaviour not running
11 Months Ago
merge from anchored_boat_mass
11 Months Ago
increase boat mass to arbitrarily high value when anchored, won't be pushed arround much but maintains buoyancy behaviour as it's acceleration based
11 Months Ago
made ProceduralMapEmpty more empty
11 Months Ago
merge from deepsea_terraintexturing_leak
11 Months Ago
properly destroying leaked deepsea shorevector / coarseheight / waterheight textures when re-generating
11 Months Ago
handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)
11 Months Ago
small engine fuel always accessible from pie menu, proxy func changes the order if you're looking at the fuel access collider to prioritize it
11 Months Ago
merge from engine_improved_fuel_access
11 Months Ago
halved shore vector generation time in editor with batched water depth queries (250ms off the time to get into playmode) - we should jobify the DistanceField stuff as well, but this is a quicker win
11 Months Ago
flipped steering wheels can't be mounted and flipped playerboats dismount all steeringwheels as well
11 Months Ago
merge from boat_flipped_wheel_mounting
11 Months Ago
merge from sorted_protobuf_gen
11 Months Ago
sort ProtoMessage Messages for codegen consistency
11 Months Ago
corrected Sail's CacheIsWindBlocked check to handle realmed colliders - tried batching this but there's not enough casts for it to be worth the overhead
11 Months Ago
boat engines don't apply force when boat isn't in water
11 Months Ago
merge from boat_better_shallow_water_behaviour
11 Months Ago
merge from naval_update
11 Months Ago
shallow water rebalance - better depth values for speed reduction and unbeaching behaviour - increased unbeaching accel, applies fraction of it upwards to separate better - increased turning torque by 50% and raised floor of its velocity scaling
11 Months Ago
including water depth in shallow water velocity scaling
11 Months Ago
merge from naval_update
11 Months Ago
merge from deepsea_height_data
11 Months Ago
undid temporary boat code, now using heightmap queries regularly
11 Months Ago
simple deepsea/mainland heightmap query split (5th iteration of it) - currently limited to positional queries, normalized coord queries map directly to mainland data still - also fixed issue with deepsea shorevectors where they weren't being rotated into worldspace properly and still pointed in localspace directions
11 Months Ago
rebaked tropical scene shore data to include heightmaps