404 Commits over 153 Days - 0.11cph!
merge from main/Halloween24
quick lerp on burstcloth length modifier, reduces jerky behaviour when changing between different modifiers
reduced length scaling on dracula cape when ducked and mounted to 0.9
adjusted MaxOriginDelta values on cape burstcloth to match similar assets
replaced fully rigid linear constraint with a stiff spring and a small linear limit for it to play in
- absorbs force spikes better, especially when a kinematic body is attached
horse walking, trotting, sprinting, and turning speeds modified by towing
- currently flat modifier of 60 percent across the board
missing TowingJointBreakDebug file
merge from halloween24
- some cloth fixes and dracula cape worldmodel collider fix
siege weapons override vehicle handbrakes when being towed
- fixed towed entities not getting their tow attach/detach callbacks
fixed negative scale on dracula cape worldmodel collider
client-only compile fixes
more towing strength adjustment
applying horse motion through rigidbody to give more information for joint resolution, also adjusted towing anchor down
halved twoing joint break strength
fixed native memory leak in OceanSimulation (only a problem if you're restarting a server in-editor a lot)
merge from ghost_sheet_fixes
set bike and horse mountables to animate cloth in worldspace
added head/clavicle/neck to ignored bones on ghostsheet to help collision behaviour at some lookangles
reduced wind shader values on GhostSheet material
merge from Halloween24/ghost_sheet_fixes
- fixed sheet exploding when mounting
- other small config changes to help collision and mounting movement
adjusted some bc config values for max origin delta and collision cast directions
setting length multiplier on ghost sheet BC controllers 1 across all states (stops exploding when mounting)
removed WaterVisibilityTrigger from xmas dungeon cell prefabs
removing WaterVisibilityTrigger from all halloween procedural dungeon cell prefabs and set it to not spawn a christmas dungeon
added TowConfig prefabattribute that's retrieved and combined between two objects when towing begins
- combines to the most restricted settings of both configs (a towing object may allow free rotation on an axis that the towed object may need to restrict)
cars ticking tow attachment properly and handling detaching
adjusting layering and position of towing anchors and triggers
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