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1,271 Commits over 548 Days - 0.10cph!

39 Days Ago
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39 Days Ago
merge from boat_optims
39 Days Ago
merge from naval_update
40 Days Ago
switched HashSet to ListHashSet in BoatAI to get rid of enumerator alloc
40 Days Ago
removed some deeper profile markers from GJK, unnecessary overhead with little info
40 Days Ago
moved a BaseBoat waterlevel test down a level so unpowered boats don't check it for no reason
40 Days Ago
burst compiling GJK distance methods directly, already compatible - not using jobs here as it would need a NativeReference alloc for no reason, we just want the go-fast button - verified compiling with burst inspector
40 Days Ago
corrected convar bounds
40 Days Ago
corrected physics bounds
41 Days Ago
merge from buoyancy_deepunderwater_fix
41 Days Ago
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
41 Days Ago
fixed clip check
41 Days Ago
stupid pooling fix
41 Days Ago
merge from ai_vehicle_clipping_check_optim
41 Days Ago
account for ClippingAiChecks another level up in BaseVehicle to avoid running an OverlapBox query in cases where we wouldn't run any mounted clipping checks anyway
41 Days Ago
merge from npc_PlayerSyncCycle_optim
41 Days Ago
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41 Days Ago
merge from boat_building
42 Days Ago
removed all the debug logs I forgot about
42 Days Ago
added TriggerParentDelayedExit that defers Unparenting by small amount, allows bridging small gaps in parent volumes seemlessly without needing to find them algorithmically - replaced all TriggerParnet in BoatBuildingBlocks with this
42 Days Ago
merge from parenting_improvements
42 Days Ago
compile fix for BaseMountable change - switched out client-incompatible check to an explicit disabling of the behaviour from the vehicle parent instead - set flag on PlayerBoat only
42 Days Ago
merge from parenting_improvements - just the stairs parenting volume
42 Days Ago
gave boat stairs their own parenting trigger volume
42 Days Ago
pick up fuel when picking up boat engine
42 Days Ago
merge from boat_mountable_fixes
42 Days Ago
set steering wheel as DirectlyMountable, behaviour is the same but shortcuts checking the vehicle parent MountInfo in some cases
42 Days Ago
check whether the BaseMountable is a MountPoint for its vehicle parent when checking HasValidDismountPosition - already being checked for retrieving the actual positions, this just stops the menu item being hidden in some cases
42 Days Ago
setting ForceDeployableSetParent to true for the PlayerBoat so parenting deployables actually works
42 Days Ago
missing file
42 Days Ago
moving some cargoship/tugboat special behaviour cases in deployabled and HitInfo to be driven by an interface tag rather than direct type check - deployables parent directly to the vehicle instead of sub-entities - special handling in some HitInfo data generation
43 Days Ago
merge from shorevector_disabled_terrain_fix
43 Days Ago
rebaked Tropical 3 and 4, slope data was broken
43 Days Ago
handling disabled terrain properly in shore vector bake
43 Days Ago
corrected buoyancy using almost none of the correct DeepSea data sources for querying wave information
46 Days Ago
put the ocean back into the cargo test scene (ocean topology)
46 Days Ago
merge from fc_shorevector_fixes
46 Days Ago
painted ocean topology onto shared FC terrain and rebaked shore vectors
46 Days Ago
handling null/empty heightslope and waterheight data in baked data properly (was trying to blit empty arrays)
46 Days Ago
rebaked FC 1/2/3 so the data isn't infinity
46 Days Ago
support minimum enforced shore distance on baked data to handle FC better
46 Days Ago
merge from oceansimulation_split - running two ocean simulations, all usage switches between based on position (like all other deepsea code) and batched queries gather indirect indices
46 Days Ago
46 Days Ago
46 Days Ago
fixed issues with batched ocean trace deferred jobs using AsDeferredJobArray for the rays in the IJobParallelForDefer OceanTraceJob as the indices now drive the deferred batch size and we still need a view of the rays list that is aware of the populated size in previous jobs. This maintains parallelism and a single set of job dependencies without needing a complete/sync
46 Days Ago
fixed WaterSystem NRE
46 Days Ago
merge from deep_sea
46 Days Ago
codegen
46 Days Ago
OceanSimulation split between deepsea and mainland - required extra indirection in most batched water queries but it's hidden away
47 Days Ago
strong internal hurt triggers in square hull to handle both clipping and player damage