323 Commits over 153 Days - 0.09cph!
removed dependency on BaseEntity from AttachTo
more towing
- inverted control of towing attachment
- simplified AttachTo func, we can get the anchor points internally with information from the interface
corrected body used by horse for towing and some hitch->tow renaming
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)
merge from flow_vector_field
corrected offset of dpv mounting bounds check
fixed water on billb test map
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
accidental doubling up of waterflow generation for rivers
dirty prototype of converting terrain alpha map to holes map to replace terrain ignore volumes from physics checks
let dpv be picked up with fuel and give you the fuel if you do
using parallel call to populate water flow from shore vectors
not serializing flowmap, we can just generate it on load
merge from world_update_2
added additional checks to dpv mounting to make it harder to get stuck
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bc - brought root motion strength on frontier hatchet up slightly from zero
merge from world_update_2
non-linear flow scaling, with further tuning
merge from world_update_2
scaling flow forces with shore distance (needs more tuning)
merge from world_update_2
burstcloth - fix to initialization of collision direction when initialized with some rotation (only come up as a problem in media prod so far)
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
better separation of flow vector/angle generation, still need to find a proper home for it
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
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
merge from world_update_2
merge from world_update_2
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
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
added condition to normal swimming->standing transition to not be mounted
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
merge from world_update_2
updated manifest (dpv was lost in the merge)
merge from world_update_2
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Null check on water visibility grid, should stop scene issues with terrain
(didn't catch it was executed in edit mode as well)
update non-convex mesh tool to check for deployables that place onto slots without socket chekcs
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
merge from watervisibilitygrid_fixes
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)
stopping watervisibilitygrid error spam
- still need to fix the core issue
subtracting
104763 - we are using the W component on shore vectors in the shaders, just not in code
drop w component on shore vectors, nothing reads it and we have terrain topology to get the samee information
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
close profiler sample region properly on early exit
merge from world_update_2