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1,555 Commits over 760 Days - 0.09cph!

4 Months Ago
corrected inverted sphere gizmo
4 Months Ago
corrected latch, support for puzzlereset ddraw (get PooledList on request, don't track)
4 Months Ago
initial non-trigger AI WakeZone
5 Months Ago
better in-editor usability/visability of RconVars
5 Months Ago
added physics_used_memory profiler record for reading test: dry ran analytics with logs and we're getting expected byte values back from it
5 Months Ago
fixed typo breaking active_dynamic_bodies profile analytic (dev build only)
5 Months Ago
merge from fresh_water_fix
5 Months Ago
freshwater fix - readded following components to world setup prefab - cliff topology - procedural components - ocean topology
5 Months Ago
merge from ddraw_sceneview
5 Months Ago
made ddraw work in the scene view as well, handles Text and ScreenText as well
5 Months Ago
merge from dragbyangle_improvements
5 Months Ago
improved consistency on dag-by-angle calculations on player boats - changed from batched raycasts to batched spherecasts - actually check if the hull the cast hit is from the boat we care about - casts are made from the center of the hull bounds, avoid edge case where this was skimming the top of the boat
5 Months Ago
added ddraw to playerboat.lookatdragbyangle command
5 Months Ago
merge from junkpile_water_clip_fix
5 Months Ago
realmed removed rigidbody component from junkpile_water_(a/b/c) prefabs
5 Months Ago
merge from main
5 Months Ago
merge from assetscene_from_clean
5 Months Ago
delete AssetScene-X scenes before recreating and populating - trying to reduce chance of GUID changes causing corruption
5 Months Ago
remove submergedFraction condition from buoyancy waking, it's not updated while it sleeps and can brick it
5 Months Ago
merged from buoyancy_sleeping_brick_fix
5 Months Ago
merge from divesite_spawn_optim
5 Months Ago
added +- 30s jitter to Junkpile timeouts, should spread divesites respawning over 30 seconds instead of all on the same frame
5 Months Ago
merge from divesite_spawn_optim
5 Months Ago
re-ordered water check to run before terrain anchors in the SpawnHandler, only used by divesites but early exits significantly faster than terrain anchors
5 Months Ago
divesite spawning improvements - forcing topology to exclude lakes/rivers for reducing wasted processing - significantly reduced number of terrain anchors used in divesites d/e/f
5 Months Ago
merge from boat_sails_fixes
5 Months Ago
Client Unity version to 635cbaf/2022.3.41x1, build servers should have the deps now
5 Months Ago
rolled client Unity version back while buildservers are missing the dependency, will push again in the next couple hours when they're ready
5 Months Ago
updated Windows client Unity version to 635cbaf/2022.3.41x1 as well, MacOS client still on 2022.3.41f1
5 Months Ago
update server to 635cbaf/2022.3.41x1 - potential 64k collider limit crash fix, client will still spew old limit warning/error though
5 Months Ago
server update version to 021f737/2022.3.41x1 - any rigidbody with >128 colliders becomes a physx aggregate rather than an actor
5 Months Ago
server unity version to a1f6e5b/2022.3.41x1 - enabling proper multithreading for PhysX trigger contact processing
5 Months Ago
move PlayerEnterOrLeaveDeepSea RPC to the PreTeleportPlayer as it is called for all players regardless of mount/passenger state, ensures clear shore vectors
5 Months Ago
merge from mounted_shorevector_clear_fix
5 Months Ago
BC pass on horsemask - high iteration count for more nose strength - slightly less root motion strength for not turning into a scarf - more damping a quick nose jiggle resting time
5 Months Ago
downsample deepsea shorevectors and distances, bitshifted by 1
5 Months Ago
fixed editor spawning of island shore vectors
5 Months Ago
merge from main
5 Months Ago
centred floating_city_3 terrain properly, rebaked shore vectors
5 Months Ago
merge from main
5 Months Ago
fixed native pixel data using wrong format, should've been half4 not just Color
5 Months Ago
handling floating city data, blits in on top of generated values - also jobified stupid texture data population, 30ms down to 0.7ms still too slow but way better
5 Months Ago
legitimately generate shore distances/vectors for the deep sea rather than blitting, no floating city support yet
5 Months Ago
parallelism on DistanceField jobs and TerrainHeightMap sampling, brings total shore vector generation time down to ~5ms
5 Months Ago
shore data stored as Vector4 instead of float4 to avoid reinterpreting frequently for no reason
5 Months Ago
allow a BaseEntity to refuse gib parenting, only setting for JunkPileWater at the moment as its frequent transform updates causes gibs to fall in slow motion on the client
5 Months Ago
added kinematic body to ghostships, allows us to use MovePosition/MoveRotation for better physics behaviour
5 Months Ago
merge from main
5 Months Ago
beanbags - simplified collision mesh complexity, reduced colliders to 2 as well
5 Months Ago
banner large - fixed layers and physics mats