404 Commits over 153 Days - 0.11cph!
merge from world_update_2
non-linear flow scaling, with further tuning
merge from world_update_2
scaling flow forces with shore distance (needs more tuning)
merge from world_update_2
burstcloth - fix to initialization of collision direction when initialized with some rotation (only come up as a problem in media prod so far)
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
better separation of flow vector/angle generation, still need to find a proper home for it
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
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
merge from world_update_2
merge from world_update_2
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
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
added condition to normal swimming->standing transition to not be mounted
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
merge from world_update_2
updated manifest (dpv was lost in the merge)
merge from world_update_2
▊█▉▉▉▍▆ █▄▅▅▍▆▆▇▅ ▅▆▍ ▉▊▇▄ ▄█▌▊▌▆▇▋▄▆▄ ▆▆▊▋ ▌█▍▊ ▊▍▋-▆▅▊▆▇▌ █▆▇▅ ▆██▅▊▆█▅▊, ▇▅▊▆▍ ▅████▉▍▋▄ ▇▅▊▄▉▌▉▇▌, ▌▌ ▄▌▅▉ ▆▅▉▉▍ ▊▊▊▍▊ ▅▍█▍▋▌ ▅█▇▅ ▄▍▆▌▇▅▍▇ ▋▇ ▍▇▇ ▌▅▆▍█▋█
- ▋▉▋██ ▍▅▇▄▄▋▉█, ▄▉▇▍▋▅▌▋▇ ▌▊▋▌▉▉, ▌█▌▋▋▍ █▉▆▌█▇
Null check on water visibility grid, should stop scene issues with terrain
(didn't catch it was executed in edit mode as well)
update non-convex mesh tool to check for deployables that place onto slots without socket chekcs
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
merge from watervisibilitygrid_fixes
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)
stopping watervisibilitygrid error spam
- still need to fix the core issue
subtracting
104763 - we are using the W component on shore vectors in the shaders, just not in code
drop w component on shore vectors, nothing reads it and we have terrain topology to get the samee information
Merge from water_visibility_grid
- provides 2D grid for early exit on most WaterCollision.GetIgnore checks
- dynamic water visibility volumes are brute-force checked, but there are an extremely small number of instances
close profiler sample region properly on early exit
merge from world_update_2
only apply surface breaking drag to non-kinematic players
(fixes warning when DPV would submerge)
sanity checking tools for non-convex mesh colliders
merge /main/DPV -> /main/world_update_2
separated stationary player processing from moving player processing
- lets us run normalize tick finalizing code for players while we run physics queries on jobs in the background
removed unused command generating function
gave Parallel.For some profile regions on the scripting threads
no-clip functional with physics queries as generated commands
- requires a lot of lists to gather information of the sub-set, need to find a better pattern here
merge from world_update_2
merge from dpv_collision_fixes
Run dismount logic for mountables in DoServerDestroy
split dpv dismount points into set of preferred lower positions that maintain a similar eye-level as when mounted and a higher level that is accessible from dismounting in shallow water
shuffled mountable/vehicle editor code around to get mount preview mannequins on mountables as well
rebuilt bone-arrays for server-side ragdolls to include DPV mount pose
Added extra collider to properly cover head/eyes position
initial 2D grid for avoiding Physics checks against WaterVisibilityTrigger
- Simple BitArray for static, brute-force through dynamics due to tiny count
- train tunnel trigger volumes limit the usefulness of this, next step is splitting world-Y into very small number of cells
Properly handle origin/simspace delta accumulation when BurstCloth is re-enabled
BurstCloth - optionally allow bone transforms to reset when disabled
- also removed transform reset when re-enabled, only caused a weird jump in behaviour
merge from frontier_hazmzat_cloth_fixes