userGriglercancel
reporust_rebootcancel

1,620 Commits over 730 Days - 0.09cph!

53 Days Ago
set useFlatBackCharm on viewmodels that need it
53 Days Ago
setup flatback variants for some other larger charms
53 Days Ago
BC simulation space delta accounts for root motion strength and MaxOriginDelta as well, also corrected issue with simulation delta accumulation which would only present at high framerates
53 Days Ago
merge from main
54 Days Ago
post-merge compile fix
54 Days Ago
merge from main
54 Days Ago
merge from dragbyangle_rebalance2
54 Days Ago
more aggressive drag-by-angle tuning, low floor and higher ceiling - moved params to convars to make tuning easier in tests
55 Days Ago
setup AK to use flatback charms, setup backpack with flatback variant
55 Days Ago
custom editor for attachments to help joint config
55 Days Ago
AccessoryItems can store an alternate prefab to optionally use, VM can have `useFlatBackCharm` set to use a more joint-restricted version to avoid clipping
56 Days Ago
merge from playerboat_droppeditem_parent_fix
56 Days Ago
ensure DroppedItems are woken before boats are built so that trigger events aren't missed
56 Days Ago
merge from dragbyangle_rebalance
56 Days Ago
merge from main
56 Days Ago
merge from playerboat_player_transfer_fix
56 Days Ago
replicated previous fix in jobs version of code
56 Days Ago
merge from playerboat_player_transfer_fix
56 Days Ago
▋ ▉▇▆▊▇ █▄▊▋▍▊▌▊ ▊▋▊▇▋▍▋▋▅▉▌▌▍▅▌▆█▅ █▄▄▉▅█▍█▇ ▉▉ ▋▊▋ ▍▉█▊▋▌ ▊▋ ▄▄█▌▇▌▇ ▆▆ █▆▋▅▋▉▄▊▅█▆▊▆ ▆▇ ▍▅▌█▋▅ ▉▊▉▋▍▄▄ ▇▄ ▄▅▄▆▄█▌▉ ▅▄▇▄▉▇ ▇▅▌ ▋▅▌▆▍▌▉▅▍▊ ▆▇▋█▄▆▄ ▇▅▉▄▅▌▅▉ ▊▇ █▄▍▆ ▆▊▅▇▍█▌ ▅▆▉▄▅▌
59 Days Ago
compile fix - missing debug ifdef around test fixture
59 Days Ago
rebalance PlayerBoat drag-by-angle, more pronounced differences with shape (more impactful on larger boats)
59 Days Ago
merge from automated_testing_ocean
59 Days Ago
more info in drag table test
59 Days Ago
merge from main
59 Days Ago
merge from main
60 Days Ago
finally made drag-by-angle genuinely consistent at varying angle for all boat shapes and sizes - increased hull triangle bounds slightly to properly fit it - handling non-square hull block bouds when getting bounds of hull for defining raycast planes - increased number of hits per-raycast to handle large bounds, would return incorrect hits in some cases due to unity things
60 Days Ago
moved ScopedOcean from TestFixture->RustTestFixture
60 Days Ago
fixed playerboat test fixture SetUp not calling base.SetUp and nuking the GlobalNetworkHandler in teardown
60 Days Ago
removed old test fixture api usage
60 Days Ago
merge from playerboat_tests
60 Days Ago
merge from main
60 Days Ago
replaced missed topology usage
60 Days Ago
replace topology query in road terrain modification with type query
60 Days Ago
better entry/exit spawning, road positions snap onto mesh (should really be baked into the prefab) - no middle segment spawning - need to do more work on defining bridge points and adjusting paths to align better
2 Months Ago
super wip bridge entry segment spawning, just testing high level approach and prefab setup
2 Months Ago
merge from main
2 Months Ago
brought length relaxation back up to 1, mistakenly tweaked and caused small clipping
2 Months Ago
initial BC pass - revert per-prefab overrides on BC controller, all modifications done on base prefab - controller setup for low iteration count with low root motion strength
2 Months Ago
codegen
2 Months Ago
merge from main
2 Months Ago
merge from wakeaiz_optim
2 Months Ago
added additional filter to Any grid query, lets you set an ignore filter for contents that you never care about and can consider the region "empty" for - as well as the usual filter based on gameplay spec (finer distance, player state, etc.) - lets us sleep the WakeAIZ properly while still allowing early-exit on the first found filter-matching player
2 Months Ago
corrected empty grid logic
2 Months Ago
switch to AnyPlayersInSphereFast to inline non-npc + trigger volume checks against players, avoids gathering all players in a huge region to then get a passing check on the 1st one, still provides information on whether the grid regions checked were all empty to allow the trigger to stop ticking
2 Months Ago
additional boat types, missing files
2 Months Ago
DDraw.Arrow passes distanceFade and zTest params to the Line() call correctly (was just repsected by the arrow head)
2 Months Ago
basis for bridge generation, just finding bridge segments on road paths and breaking down into entry/middle/exit sections
2 Months Ago
made ProceduralMapRoadSimple usabel
2 Months Ago
storing "point types" in PathInterpolator to let per-usecase definitions of types along path points - initially only having circular road ring define some path types for BridgeExitEntry and BridgeSegment to have it sit above water instead of bringing terrain up to it
2 Months Ago
added a bunch more boat layouts for testing