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1,501 Commits over 669 Days - 0.09cph!

51 Days Ago
merge from ddraw_sceneview
51 Days Ago
made ddraw work in the scene view as well, handles Text and ScreenText as well
51 Days Ago
merge from dragbyangle_improvements
51 Days Ago
improved consistency on dag-by-angle calculations on player boats - changed from batched raycasts to batched spherecasts - actually check if the hull the cast hit is from the boat we care about - casts are made from the center of the hull bounds, avoid edge case where this was skimming the top of the boat
51 Days Ago
added ddraw to playerboat.lookatdragbyangle command
51 Days Ago
merge from junkpile_water_clip_fix
51 Days Ago
realmed removed rigidbody component from junkpile_water_(a/b/c) prefabs
51 Days Ago
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51 Days Ago
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51 Days Ago
merge from main
52 Days Ago
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52 Days Ago
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52 Days Ago
merge from assetscene_from_clean
52 Days Ago
delete AssetScene-X scenes before recreating and populating - trying to reduce chance of GUID changes causing corruption
57 Days Ago
remove submergedFraction condition from buoyancy waking, it's not updated while it sleeps and can brick it
57 Days Ago
merged from buoyancy_sleeping_brick_fix
57 Days Ago
merge from divesite_spawn_optim
57 Days Ago
added +- 30s jitter to Junkpile timeouts, should spread divesites respawning over 30 seconds instead of all on the same frame
57 Days Ago
merge from divesite_spawn_optim
58 Days Ago
re-ordered water check to run before terrain anchors in the SpawnHandler, only used by divesites but early exits significantly faster than terrain anchors
58 Days Ago
divesite spawning improvements - forcing topology to exclude lakes/rivers for reducing wasted processing - significantly reduced number of terrain anchors used in divesites d/e/f
59 Days Ago
merge from boat_sails_fixes
59 Days Ago
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59 Days Ago
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59 Days Ago
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60 Days Ago
Client Unity version to 635cbaf/2022.3.41x1, build servers should have the deps now
2 Months Ago
rolled client Unity version back while buildservers are missing the dependency, will push again in the next couple hours when they're ready
2 Months Ago
updated Windows client Unity version to 635cbaf/2022.3.41x1 as well, MacOS client still on 2022.3.41f1
2 Months Ago
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2 Months Ago
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2 Months Ago
update server to 635cbaf/2022.3.41x1 - potential 64k collider limit crash fix, client will still spew old limit warning/error though
2 Months Ago
server update version to 021f737/2022.3.41x1 - any rigidbody with >128 colliders becomes a physx aggregate rather than an actor
2 Months Ago
server unity version to a1f6e5b/2022.3.41x1 - enabling proper multithreading for PhysX trigger contact processing
2 Months Ago
move PlayerEnterOrLeaveDeepSea RPC to the PreTeleportPlayer as it is called for all players regardless of mount/passenger state, ensures clear shore vectors
2 Months Ago
merge from mounted_shorevector_clear_fix
2 Months Ago
BC pass on horsemask - high iteration count for more nose strength - slightly less root motion strength for not turning into a scarf - more damping a quick nose jiggle resting time
2 Months Ago
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2 Months Ago
downsample deepsea shorevectors and distances, bitshifted by 1
2 Months Ago
fixed editor spawning of island shore vectors
2 Months Ago
merge from main
2 Months Ago
centred floating_city_3 terrain properly, rebaked shore vectors
2 Months Ago
merge from main
2 Months Ago
fixed native pixel data using wrong format, should've been half4 not just Color
2 Months Ago
handling floating city data, blits in on top of generated values - also jobified stupid texture data population, 30ms down to 0.7ms still too slow but way better
2 Months Ago
legitimately generate shore distances/vectors for the deep sea rather than blitting, no floating city support yet
2 Months Ago
parallelism on DistanceField jobs and TerrainHeightMap sampling, brings total shore vector generation time down to ~5ms
2 Months Ago
shore data stored as Vector4 instead of float4 to avoid reinterpreting frequently for no reason
2 Months Ago
allow a BaseEntity to refuse gib parenting, only setting for JunkPileWater at the moment as its frequent transform updates causes gibs to fall in slow motion on the client
2 Months Ago
added kinematic body to ghostships, allows us to use MovePosition/MoveRotation for better physics behaviour
2 Months Ago
merge from main