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1,583 Commits over 730 Days - 0.09cph!

50 Days 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
51 Days Ago
codegen
51 Days Ago
merge from main
56 Days Ago
merge from wakeaiz_optim
56 Days 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
56 Days Ago
corrected empty grid logic
56 Days 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
56 Days 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
2 Months Ago
basis of test to print table of front-on drag of a set of different copypaste boats, going to be used for retuning drag-by-angle values
2 Months Ago
2 Months Ago
drag consistency fix - track generated rays on each drag projection plane, in some situations it could result in generating an extra ray and alter drag values - all tests now passing
2 Months Ago
added test case to retest specific known-failing drag consistency tests - adjust TestFixture to allow it to run non-public test methods so my dodgy BoatRotFailSetup test parameter struct doesn't need to be public
2 Months Ago
merge from parent
2 Months Ago
merge from main
2 Months Ago
client compile fix
2 Months Ago
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2 Months Ago
handling direct transition between different parent entities properly, the coordinate system changes so it needs to reset tracking, also removed some bad state resets - added convar to broadcast ddraw information on dropped item clip checks and collider state to _all_ players (help info makes it clear)
2 Months Ago
merge from main
2 Months Ago
removed CLIENT preprocessor requirement from TestRunner window/pipeline
2 Months Ago
rewrote paste test to monitor linear/angular velocity instead - locked playerboat tests behind just Server define, too many listen-server issues to reliably test it in combined
2 Months Ago
added test to see if pasted boats are positionally stable to check assumption of other tests (they aren't)
2 Months Ago
2 Months Ago
added simple drag-by-angle consistency tests - replaced galleon copypaste data with square/rectangle/triangle simple boat shapes
2 Months Ago
testlist export
2 Months Ago
basic test that boat can be pasted and is floating in water
2 Months Ago
merge from main
2 Months Ago
refactored to ScopedOcean to setup fixture-scoped flat ocean
2 Months Ago
minimum setup required to run a test with ocean
2 Months Ago
merge from droppeditem_improvements (compile fix)
2 Months Ago
merge from droppeditem_improvements (compile fix)
2 Months Ago
compile fixes
2 Months Ago
merge from droppeditem_improvements
2 Months Ago
wrapped DroppedItem RB-removal behaviour behind `droppeditem.remove_rb_on_sleep` convar (defaults off, very experimental) - only changes existing dropped items as they become inactive/active, doesn't go through and remove bodies from anything
2 Months Ago
dropped item improvements with vehicles - item clipping check data stored in LS, behaves properly with boats now instead of falling through all the time - experimenting with destroying/adding RB components instead of setting kinematic
2 Months Ago
kind of hacky BC fix to allow scaling BC without breaking the positions of chains - adjusts LengthModifier by inverse of minimum lossyScale to simulate larger in WS to cancel out the incorrect scale when adjusting transforms in LS with bonestates - need a more legitimate fix for VMs as I hadn't realised how much scale was effecting it
2 Months Ago
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2 Months Ago
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2 Months Ago
merge from wakeaiz_tickrate_optim
2 Months Ago
further decrease wakeaiz tickrate and added jitter, we don't need to tick every fixed update for players entering such giant volumes
2 Months Ago
BC - handle null root chain entries and chains that have no nodes
2 Months Ago
merge from bc_null_chain_fix
3 Months Ago
merge from wakeaiz_tickrate_optim
3 Months Ago
drastically reduce tickrate of WakeAIZ when it becomes active, at worst this will add +10% to the sleepDelaySeconds (usually set to 30s) but will significantly reduce the perf impact of it
3 Months Ago
fix BC serialization issue
3 Months Ago
committing test multichain setup for reference