441 Commits over 153 Days - 0.12cph!
DPV uses correct WaterLevel test for getting player WaterFactor
merge from line_functions
corrected closest points function
aggressive distance culling for cloth on cny_spear
switched out prefab CompareTo to explicit implementation to avoid boxing
post-merge waterinfo query fix
merge DPV->world_update_2
Undo meta guid changes on wallpaper textures from previous merges
merge FrontierHazmat->world_update_2
merge main->FrontierHazmat
merge from FrontierHazmat/BurstCloth
3D Line-Line distance and closest point(s) utils
corrected skin constraint update maths
- added skin constraint gizmos
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
reduced max placement distance on DPV
- ran socket rename
added skin constraints to left him as well
burstcloth - made skin constraint editing less messy
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
merge from FrontierHazmat/burst_cloth
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)
made burstcloth large collision response pruning optional
configured prefab for cloth collision adjustment
- tunic bone chains also lifted up
added field to burstcloth to control how the collision rays are projected towards the origin
split DPV into client/server/shared files
Hooked up fuel and health flashing warning lights
- they sync up if they're both activated
hooked up speedometer and fuel ticks
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
hitching tweaks
- project hitch joint
- move ridable queue processing to fixed update
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Merge from broadphase_testing
switching to automatic box pruning
proper limits on hitch joint
Merge from jobify_ocean_sim
overly simplified basis for hitchable entities
burst cloth constraints tell you if you mess up the min/max constraint order
replaced more expensive OverlapSphere->bool check only ridable horse was making with CheckSphere
- removed Physics.OverlapSphere with bool return, we have CheckSphere for that
burst cloth handling view model scaling
- requires setting a transform field on viewmodel burstcloth setups (done for frontier_hatchet)
fixed silly gc allocs coming from version Mathf.Min and Mathf.Max that take params arguments
re-use already calculated shore distance and terrain height values in water heigh calc
further improvements
- replaced managed simdata with native
- corrected flattened 3D array indexing
- adjusted baking output to write data in native layout (rebaked)
Merge from obb_check_fixes
- test framework version bump 1.1.33 -> 1.4.4
buoyancy cycle doesn't use transform autoSync and syncs once at the end
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