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441 Commits over 153 Days - 0.12cph!

3 Months Ago
DPV uses correct WaterLevel test for getting player WaterFactor
3 Months Ago
merge from line_functions
3 Months Ago
corrected closest points function
3 Months Ago
merge from main
3 Months Ago
aggressive distance culling for cloth on cny_spear
3 Months Ago
switched out prefab CompareTo to explicit implementation to avoid boxing
3 Months Ago
post-merge waterinfo query fix
3 Months Ago
merge DPV->world_update_2
3 Months Ago
Undo meta guid changes on wallpaper textures from previous merges
3 Months Ago
merge FrontierHazmat->world_update_2
3 Months Ago
merge main->FrontierHazmat
3 Months Ago
merge main->dpv
3 Months Ago
merge from FrontierHazmat/BurstCloth
3 Months Ago
3D Line-Line distance and closest point(s) utils
3 Months Ago
corrected skin constraint update maths - added skin constraint gizmos
3 Months 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
3 Months Ago
merge stability changes
3 Months Ago
reduced max placement distance on DPV - ran socket rename
3 Months Ago
added skin constraints to left him as well
3 Months Ago
burstcloth - made skin constraint editing less messy
3 Months 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
3 Months Ago
merge from FrontierHazmat/burst_cloth
3 Months 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)
3 Months Ago
made burstcloth large collision response pruning optional
3 Months Ago
configured prefab for cloth collision adjustment - tunic bone chains also lifted up
3 Months Ago
added field to burstcloth to control how the collision rays are projected towards the origin
3 Months Ago
split DPV into client/server/shared files
3 Months Ago
Hooked up fuel and health flashing warning lights - they sync up if they're both activated
3 Months Ago
hooked up speedometer and fuel ticks
3 Months Ago
code gen
3 Months Ago
merge from main
3 Months 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
3 Months Ago
hitching tweaks - project hitch joint - move ridable queue processing to fixed update
3 Months Ago
Cherrypick cs102783 build fix
3 Months Ago
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3 Months Ago
Merge from broadphase_testing
3 Months Ago
switching to automatic box pruning
3 Months Ago
proper limits on hitch joint
3 Months Ago
merge from main
3 Months Ago
Merge from jobify_ocean_sim
4 Months Ago
overly simplified basis for hitchable entities
4 Months Ago
burst cloth constraints tell you if you mess up the min/max constraint order
4 Months 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
4 Months Ago
burst cloth handling view model scaling - requires setting a transform field on viewmodel burstcloth setups (done for frontier_hatchet)
4 Months Ago
fixed silly gc allocs coming from version Mathf.Min and Mathf.Max that take params arguments
4 Months Ago
re-use already calculated shore distance and terrain height values in water heigh calc
4 Months Ago
further improvements - replaced managed simdata with native - corrected flattened 3D array indexing - adjusted baking output to write data in native layout (rebaked)
4 Months Ago
Merge from obb_check_fixes - test framework version bump 1.1.33 -> 1.4.4
4 Months Ago
buoyancy cycle doesn't use transform autoSync and syncs once at the end
4 Months 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