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1,309 Commits over 548 Days - 0.10cph!

53 Days Ago
stupid pooling fix
53 Days Ago
merge from ai_vehicle_clipping_check_optim
53 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
53 Days Ago
merge from npc_PlayerSyncCycle_optim
53 Days Ago
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53 Days Ago
merge from boat_building
54 Days Ago
removed all the debug logs I forgot about
54 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
54 Days Ago
merge from parenting_improvements
54 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
54 Days Ago
merge from parenting_improvements - just the stairs parenting volume
54 Days Ago
gave boat stairs their own parenting trigger volume
54 Days Ago
pick up fuel when picking up boat engine
54 Days Ago
merge from boat_mountable_fixes
54 Days Ago
set steering wheel as DirectlyMountable, behaviour is the same but shortcuts checking the vehicle parent MountInfo in some cases
54 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
54 Days Ago
setting ForceDeployableSetParent to true for the PlayerBoat so parenting deployables actually works
54 Days Ago
missing file
54 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
55 Days Ago
merge from shorevector_disabled_terrain_fix
55 Days Ago
rebaked Tropical 3 and 4, slope data was broken
55 Days Ago
handling disabled terrain properly in shore vector bake
55 Days Ago
corrected buoyancy using almost none of the correct DeepSea data sources for querying wave information
58 Days Ago
put the ocean back into the cargo test scene (ocean topology)
58 Days Ago
merge from fc_shorevector_fixes
58 Days Ago
painted ocean topology onto shared FC terrain and rebaked shore vectors
58 Days Ago
handling null/empty heightslope and waterheight data in baked data properly (was trying to blit empty arrays)
58 Days Ago
rebaked FC 1/2/3 so the data isn't infinity
58 Days Ago
support minimum enforced shore distance on baked data to handle FC better
58 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
58 Days Ago
58 Days Ago
58 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
58 Days Ago
fixed WaterSystem NRE
58 Days Ago
merge from deep_sea
58 Days Ago
codegen
58 Days Ago
OceanSimulation split between deepsea and mainland - required extra indirection in most batched water queries but it's hidden away
59 Days Ago
strong internal hurt triggers in square hull to handle both clipping and player damage
59 Days Ago
merge from player_hurt
59 Days Ago
assigned missing physics mats on some boat building blocks
59 Days Ago
initialize deep sea shore vectors properly when loading cached shore vectors (editor-only issue)
59 Days Ago
cleanup left note for possible change to how angles are populated if it proves a performance issue
59 Days Ago
merge from directional_drag
59 Days Ago
added command to print DragByAngle table of a boat you're looking at (admin only)
59 Days Ago
reduced ray count slightly and only recaching BoatBuildingBlocks if the list is empty
59 Days Ago
better ray batching, as always it's bottlenecked by Verify - added GamePhysics.SortDeferred which returns the sort JobHandle, useful in this case where we're scheduling multiple parallel batches
59 Days Ago
mapped accumulated area to drag values, needs further balancing but adjusts between 0.8->1.5 rang currently - using batched casts, still a bit slow - substepping drag values between angles for continuous values
59 Days Ago
merge from boat_building
60 Days Ago
initial WIP directional drag (not balanced and not fast) - take a set of planes offset from hull block bounds at a regular set interval - project min/max bounds extents onto plane and perform a set of raycasts in flow direction and use dot of normal against -flow to scale drag impact and accumulate - drag is saved per-angle and will update for the boat at set intervals by slerping between nearest values to current angle of velocity against forward - considering this as "drag" currently, but may apply this as a force for easier control
60 Days Ago
structure to query drag by angle from flattened pre-baked data (dummy data for testing)