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1,825 Commits over 852 Days - 0.09cph!

2 Years Ago
corrected skin constraint update maths - added skin constraint gizmos
2 Years Ago
burst cloth - moved skin constraint updates to IJobParallelForTransform to stop mainthread waiting for previous jobs (even though we only need read-only access, it doesn't know that) - fixed retrieval of bone data for player preview case
2 Years Ago
merge stability changes
2 Years Ago
reduced max placement distance on DPV - ran socket rename
2 Years Ago
added skin constraints to left him as well
2 Years Ago
burstcloth - made skin constraint editing less messy
2 Years Ago
burstcloth - added skin constraints to allow explicit separation from defined points on skinned mesh without needing projected collision - works alongside collision constraints, but allows solving explicit issues like knee clipping without having to rely fully on it - applied to hazmat prefab, also reset bone positions
2 Years Ago
merge from FrontierHazmat/burst_cloth
2 Years Ago
burstcloth - fixed siblings applying too much force as they were being iterated twice in different directions (this was increasingly unstable with higher numbers of substeps and constraint iterations)
2 Years Ago
made burstcloth large collision response pruning optional
2 Years Ago
configured prefab for cloth collision adjustment - tunic bone chains also lifted up
2 Years Ago
added field to burstcloth to control how the collision rays are projected towards the origin
2 Years Ago
split DPV into client/server/shared files
2 Years Ago
Hooked up fuel and health flashing warning lights - they sync up if they're both activated
2 Years Ago
hooked up speedometer and fuel ticks
2 Years Ago
code gen
2 Years Ago
merge from main
2 Years Ago
hitching - easing in break force over short number of frames to let it break easier after initial hitching - set hitching flag on attached entity - horse modifies speed with prescense of hitch flag
2 Years Ago
hitching tweaks - project hitch joint - move ridable queue processing to fixed update
2 Years Ago
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2 Years Ago
switching to automatic box pruning
2 Years Ago
proper limits on hitch joint
2 Years Ago
merge from main
2 Years Ago
Merge from jobify_ocean_sim
2 Years Ago
overly simplified basis for hitchable entities
2 Years Ago
burst cloth constraints tell you if you mess up the min/max constraint order
2 Years Ago
replaced more expensive OverlapSphere->bool check only ridable horse was making with CheckSphere - removed Physics.OverlapSphere with bool return, we have CheckSphere for that
2 Years Ago
burst cloth handling view model scaling - requires setting a transform field on viewmodel burstcloth setups (done for frontier_hatchet)
2 Years Ago
fixed silly gc allocs coming from version Mathf.Min and Mathf.Max that take params arguments
2 Years Ago
re-use already calculated shore distance and terrain height values in water heigh calc
2 Years Ago
further improvements - replaced managed simdata with native - corrected flattened 3D array indexing - adjusted baking output to write data in native layout (rebaked)
2 Years Ago
Merge from obb_check_fixes - test framework version bump 1.1.33 -> 1.4.4
2 Years Ago
buoyancy cycle doesn't use transform autoSync and syncs once at the end
2 Years Ago
initial jobified ocean height queries - ran directly from the main thread, scheduling would be slower here due to number of queries made in different locations - using a flattened native copy of the ocean sim data that needs to replace the managed version
2 Years Ago
Merge from Entity_Query_Improvements
2 Years Ago
server compile fix
2 Years Ago
merge from hackweek_better_mountable_editor
2 Years Ago
player model preview handling mountpoint rotation
2 Years Ago
more mount position handles - position handles - fixed cache issue with removing mount positions
2 Years Ago
removed dead code
2 Years Ago
second pass on mount position scene gui - cached inactive GOs, disabled in hierarchy - animation sampled for pose only if the mount position changes - rendered with separate command buffer for more control - toggleable
2 Years Ago
first pass of drawing players in vehicle mount positions in gizmos - naive approach with some dumb allocations at the moment, going to move it to an editor next to allow better cachine
2 Years Ago
merge from main
2 Years Ago
collision damage - disabled for now - also moved test data output to editor define
2 Years Ago
adjusted surface params - static surface a bit liftier for quicker take-off - control surfaces less twitchy
2 Years Ago
yoke visualising input properly because I can't tell if the model is bad or if I'm bad at flying
2 Years Ago
Added aileron controls - arbitrary control surfaces meant this just needed to add a surface on the edge of wing with opposite rotation axes
2 Years Ago
explicit surface lift calculations replaced with processing a set of serialized surface types
2 Years Ago
plane updates - non-control surfaces use a different lift curve - adjusted curves - mouse input for pitch/roll, keys for yaw - debug csv output for surface values against different AoA - added testing scene
2 Years Ago
Fixed offset in vehicle mountable gizmos