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1,825 Commits over 852 Days - 0.09cph!

1 Year Ago
merge from main
1 Year Ago
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)
1 Year Ago
cars ticking tow attachment properly and handling detaching
1 Year Ago
adjusting layering and position of towing anchors and triggers
1 Year Ago
removed dependency on BaseEntity from AttachTo
1 Year Ago
more towing - inverted control of towing attachment - simplified AttachTo func, we can get the anchor points internally with information from the interface
1 Year Ago
corrected body used by horse for towing and some hitch->tow renaming
1 Year Ago
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)
2 Years Ago
merge from flow_vector_field
2 Years Ago
corrected offset of dpv mounting bounds check
2 Years Ago
fixed water on billb test map
2 Years Ago
dpv compile fix
2 Years Ago
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
2 Years Ago
accidental doubling up of waterflow generation for rivers
2 Years Ago
dirty prototype of converting terrain alpha map to holes map to replace terrain ignore volumes from physics checks
2 Years Ago
let dpv be picked up with fuel and give you the fuel if you do
2 Years Ago
using parallel call to populate water flow from shore vectors
2 Years Ago
not serializing flowmap, we can just generate it on load
2 Years Ago
merge from world_update_2
2 Years Ago
added additional checks to dpv mounting to make it harder to get stuck
2 Years Ago
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2 Years Ago
bc - brought root motion strength on frontier hatchet up slightly from zero
2 Years Ago
2 Years Ago
merge from world_update_2
2 Years Ago
non-linear flow scaling, with further tuning
2 Years Ago
merge from world_update_2
2 Years Ago
scaling flow forces with shore distance (needs more tuning)
2 Years Ago
merge from world_update_2
2 Years Ago
burstcloth - fix to initialization of collision direction when initialized with some rotation (only come up as a problem in media prod so far)
2 Years Ago
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
2 Years Ago
better separation of flow vector/angle generation, still need to find a proper home for it
2 Years Ago
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
2 Years Ago
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
2 Years Ago
merge from world_update_2
2 Years Ago
merge from world_update_2
2 Years Ago
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
2 Years Ago
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
2 Years Ago
added condition to normal swimming->standing transition to not be mounted
2 Years Ago
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
2 Years Ago
merge from world_update_2
2 Years Ago
updated manifest (dpv was lost in the merge)
2 Years Ago
merge from world_update_2
2 Years Ago
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2 Years Ago
Null check on water visibility grid, should stop scene issues with terrain (didn't catch it was executed in edit mode as well)
2 Years Ago
update non-convex mesh tool to check for deployables that place onto slots without socket chekcs
2 Years Ago
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
2 Years Ago
merge from watervisibilitygrid_fixes
2 Years Ago
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)
2 Years Ago
stopping watervisibilitygrid error spam - still need to fix the core issue
2 Years Ago
subtracting 104763 - we are using the W component on shore vectors in the shaders, just not in code