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404 Commits over 153 Days - 0.11cph!

55 Days Ago
merge from world_update_2
57 Days Ago
non-linear flow scaling, with further tuning
57 Days Ago
merge from world_update_2
57 Days Ago
scaling flow forces with shore distance (needs more tuning)
58 Days Ago
merge from world_update_2
58 Days Ago
burstcloth - fix to initialization of collision direction when initialized with some rotation (only come up as a problem in media prod so far)
59 Days 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
59 Days Ago
better separation of flow vector/angle generation, still need to find a proper home for it
60 Days 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 Months 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 Months Ago
merge from world_update_2
2 Months Ago
merge from world_update_2
2 Months 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 Months 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 Months Ago
added condition to normal swimming->standing transition to not be mounted
2 Months 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 Months Ago
merge from world_update_2
2 Months Ago
updated manifest (dpv was lost in the merge)
2 Months Ago
merge from world_update_2
2 Months Ago
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2 Months 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 Months Ago
update non-convex mesh tool to check for deployables that place onto slots without socket chekcs
2 Months 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 Months Ago
merge from watervisibilitygrid_fixes
2 Months 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 Months Ago
stopping watervisibilitygrid error spam - still need to fix the core issue
2 Months Ago
subtracting 104763 - we are using the W component on shore vectors in the shaders, just not in code
2 Months Ago
drop w component on shore vectors, nothing reads it and we have terrain topology to get the samee information
2 Months Ago
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
2 Months Ago
close profiler sample region properly on early exit
2 Months Ago
merge from world_update_2
2 Months Ago
only apply surface breaking drag to non-kinematic players (fixes warning when DPV would submerge)
2 Months Ago
sanity checking tools for non-convex mesh colliders
2 Months Ago
merge /main/DPV -> /main/world_update_2
2 Months Ago
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
2 Months Ago
removed unused command generating function
2 Months Ago
gave Parallel.For some profile regions on the scripting threads
2 Months Ago
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
2 Months Ago
merge from world_update_2
2 Months Ago
merge from dpv_collision_fixes
2 Months Ago
Run dismount logic for mountables in DoServerDestroy
2 Months Ago
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
2 Months Ago
shuffled mountable/vehicle editor code around to get mount preview mannequins on mountables as well
2 Months Ago
rebuilt bone-arrays for server-side ragdolls to include DPV mount pose
2 Months Ago
Added extra collider to properly cover head/eyes position
3 Months Ago
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
3 Months Ago
Properly handle origin/simspace delta accumulation when BurstCloth is re-enabled
3 Months Ago
BurstCloth - optionally allow bone transforms to reset when disabled - also removed transform reset when re-enabled, only caused a weird jump in behaviour
3 Months Ago
merge from frontier_hazmzat_cloth_fixes