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1,391 Commits over 610 Days - 0.10cph!

25 Days Ago
initial step towards making proper shore vector generation fast enough to avoid blitting data for the deep sea - Native DistanceField methods using jobs and burst - jobified various other parts of the shore vector generation - fixed batched HeighMap position query not using the deepsea data - about a third of the previous runtime currently but still too slow
25 Days Ago
reworked shoredata blitting to handle rotated bounds properly and not clamp-extend outside pixels
26 Days Ago
merge from non_convex_col_cleanup
26 Days Ago
added comment comp to sign
26 Days Ago
large banner sign pole as convex hull set
26 Days Ago
beanbags as generated convex hull set
26 Days Ago
wooden window shutters as primitives
27 Days Ago
easel colliders
27 Days Ago
merge from bot_sleeptarget_collider_fix
27 Days Ago
force sleeping bots to refresh collider size when being removed from the BotColliderWorkQueue, catches edge case for using sleeptarget on spawned bot players
28 Days Ago
merge from boat_optim_pass
28 Days Ago
cleaned up ApplyCorrectionForces a bit
28 Days Ago
removed another deeper nested duped IsValid check on the entity
28 Days Ago
remove duplicated unity-null check in StorageFuelSystem, replaced with IsRealNull usage as GetFuelContainer ensures entityref returns a valid result or true null
28 Days Ago
switched GetWaterSurface for GetWaterLevel in BaseBoat correction forces
28 Days Ago
removed ClampThrustForcesToPlane option that we never used, removed some pointless plane usage
29 Days Ago
reject player boat push from ladder
29 Days Ago
merge from better_steeringwheel_clipping - compile fix
29 Days Ago
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29 Days Ago
merge from better_steeringwheel_clipping
29 Days Ago
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29 Days Ago
merge from deepsea_heightmap_clearing_fix
29 Days Ago
clear deepsea heightmap data properly and centralized deepsea terrain data clearing in the manager
33 Days Ago
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33 Days Ago
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34 Days Ago
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40 Days Ago
Switched server to custom build 2022.3.41x1
48 Days Ago
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48 Days Ago
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49 Days Ago
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49 Days Ago
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2 Months Ago
initial reduction: 16->8 metal, 14->13 wood
2 Months Ago
fixed an issue where you couldn't actually do finely controlled modifications, moving the brush too slowly actually counted as not having moved the brush at all - significantly easier to make small modifications now and it feels more fluid
2 Months Ago
made burst-friendly interface for SDF Modifiers to make adding more easier, job uses generic but it always has an explicit typed usage
3 Months Ago
merge from better_smoothing
3 Months Ago
hooked smoothing up to brush hardness in the GUI re-mapping 0-1 values to sane internal values
3 Months Ago
code support for SmoothMin and SmoothMax to allow per-modifier smoothing to be applied (using as a standin for brush hardness or smoothing)
3 Months Ago
moved ice block to Deployed layer
3 Months Ago
removed old movement/bullet blocker setup and other cleanup
3 Months Ago
stopped some unecessary cube marching enqueues when placed
3 Months Ago
merge from censoring
3 Months Ago
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
3 Months Ago
fixed wrong physics mesh assignment and server compile errors
3 Months Ago
separate collision mesh generation from visual, still works assigning the same mesh to both - lets us have consistent collision between censoredsigns being enabled/disabled
3 Months Ago
experimenting with disabling Physics.autoTransformSync during the mountables VehicleFixedUpdate - would likely have some consequences, but there's too many cases to easily test
3 Months Ago
merge from boat_wall_trigger_improvements
3 Months Ago
merge from ramp_plank_parenting_fix
3 Months Ago
merge from kinematic_shoredrift_fix
3 Months Ago
merge from trigger_parent_nre_fix
3 Months Ago
rebuild censor chunks and reapply properly when censorsigns changes