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1,124 Commits over 487 Days - 0.10cph!

48 Days Ago
combined bounds used for both physx bounds commands
49 Days Ago
merge from physics_bounds_commands
49 Days Ago
server commands to set and get physics world bounds for profiling purposes
52 Days Ago
fixed compile from CoACD
52 Days Ago
wrap custom coacd editor in defines
52 Days Ago
merge from /main/coACD - adds FPConvexCollisionBaker that we can use to bake convex collider sets for compatibility with dynamic RBs (PlayerBoats)
52 Days Ago
broke up PlayerBoat monolith file
52 Days Ago
comitting to non-controlled sails and torque rudder control scheme for now
53 Days Ago
merge from sail_physics_test
53 Days Ago
increased rudder torque-control strength, set default control scheme to that for now
53 Days Ago
merge from boat_building
53 Days Ago
third option on rudder control, bit of debug vis cleanup
53 Days Ago
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53 Days Ago
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54 Days Ago
trying a different steering control mechanism, convar to hotswap - don't adjust sail forces for steering, still allow position adjustment for some controllable resultant torque from positioning - pseudo-rudder accel forces for steering with pre-calculated thrust point, scaled with velocity
54 Days Ago
better defaults for pos/dir influences vars
54 Days Ago
per-sail force application and steering test - convars for force application point/direction modifiers - brought PlayerBoat back down to derive from BaseBoat rather than MotorBoat, though we still handle forces propulsions separately
55 Days Ago
fix for client colliders on deployables breaking server PlayerBoat (listen server only) - BoatBuildingBlock reports added children to parent entity and brute-force ignores children between client/server, bit gross but works for now
56 Days Ago
corrected artifical water sources not populating the artificalWater field in WaterInfo in all test cases, buoyancy flow force ignores artifical water sources
56 Days Ago
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59 Days Ago
wrapped baker in our own component and added IPrefabPreProcess validation and component stripping - exposed ValidateColliders in inspector
59 Days Ago
added inspector buttons
59 Days Ago
merge from mil_tunnel_terrain_ignore_fix3
59 Days Ago
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2 Months Ago
hierarchy generation actually applies the transforms it gathers (still adds all colliders to the root)
2 Months Ago
split collider data SO out into its own file
2 Months Ago
better default params and fixed it not actually using the target MeshFilter it's given
2 Months Ago
package modifications - built latest version 1.0.7 and replaced Windows DLL, gives access to more tuning parameters - made lib editor only - compatibility changes for new version - removed old version linux and osx libraries, if someone cares to generate convex colliders on mac/linux then we can build them
2 Months Ago
added CoACD package locally to allow modification
2 Months Ago
draw physics world bounds on ValidBounds gizmos to ensure they line up sensibly
2 Months Ago
ceiling light fixes - reconfigured fluorescent ceiling light joints to rest properly at all orientations - don't force moving body back to init state when resting, it looks bad on anything but flat surfaces - fixed pooled ceiling lights not resetting state correctly
2 Months Ago
burstcloth sims for small time period after pose/clothing changes to mannequin so it can come to natural rest but not always simulate
2 Months Ago
merge from generate_shorevector_optim
2 Months Ago
added indirect topology query job for normalized coordinates, improved TerrainWaterFlow from 11s to 900ms
2 Months Ago
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2 Months Ago
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2 Months Ago
optimized shore vector generation - 1s without burst, 500ms with - added indirect WorldPosition/Radii topology query and splt up slowest part of the shore vector generation to make use of it
2 Months Ago
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2 Months Ago
merge from missing_native_resetstaticfields_fix
2 Months Ago
added ResetStaticFields attribute to HitboxSystem and GameTrace, count any fieldtype with Native in the name as valid for field reset codegen
2 Months Ago
server compile fix for mil_tunnel_terrain_ignore_fix2
3 Months Ago
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3 Months Ago
very weak angular drive spring on ceiling light so it can't rest weirdly but still tilts nicely
3 Months Ago
merge from bc_viewmodel_fixes/frontier_hatchet
3 Months Ago
re-tuned BC on frontier_hatched_VM now that it's rendered in VM space rather than world - less jitter - actually moves in the right direction when spinning
3 Months Ago
corrected rotation delta rootmotionstrength modifier, was ivnerted
3 Months Ago
handling demo scrubbing and timescale 0 for batched projectiles
3 Months Ago
added editor-only debug convar to just spin mouse at a set speed on x-axis
3 Months Ago
RootMotionStrength applies to rotation properly (slerp reference rotation from previous to current when calculating delta)
3 Months Ago
constraint editor on by default