userGriglercancel
reporust_rebootcancel

1,426 Commits over 638 Days - 0.09cph!

4 Months Ago
realmed GamePhysics.CheckSphere - it's stupid that the PhysicsScene API doesn't have a CheckSphere, but the static one does
4 Months Ago
force World prefab spawning to spawn both client and server manager instances of the prefab in listen-server mode - something hacky in bootstrap to not fail trying to build a navmesh, we're populating TerrainMeta.Path.Monuments twice here but it might be a non-issue beyond this one
4 Months Ago
create GO for the client's physics scene to just hold a terrain collider (Terrain component not needed as it can reference the same TerrainData), should be able to share the static ignore grid still as well
4 Months Ago
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
4 Months Ago
merge from SeparatePhysicsScenes
4 Months Ago
moved some vertex processing into multi-threaded generation
4 Months Ago
fixed triangle -> vertices/indices processing, each edge holds a cache of indices (max of 4 that it can produce in any configuration) and vertices check this cache before adding their own - EdgeKey now just holds the interpolated vertex and an order-independent hash of the grid corners it is defined by - Lets us weld vertices within our own tolerance, roughly halves verts and allows smooth normals to be calculated properly (we lose hard edges a bit with this, but we can solve that procedurally later if we want)
4 Months Ago
merge from the correct gui_sculpting branch
4 Months Ago
merge from sdf_sculpting
4 Months Ago
reduced triangles->vertices/indices processing by roughly half by making Triangles/EdgeKeys readonly struct and only calculating the hash once on creation, done in parallel when they're created and reduces the overhead in the single-thread processing stage
4 Months Ago
improved triangles->indices generation performance a bit, mainly trying to make it somewhat readable
4 Months Ago
sped up marching cube triangle generation by 10x by using local list batches with IJobParallelForBatch to reduce NativeList<>.ParallelWriter locking adds (~0.35ms -> ~0.05ms)
4 Months Ago
Indirectly iterate modifiers with separate list of modifier types that servers as history
4 Months Ago
cleanup
4 Months Ago
trying to make sense of shit code I wrote a year ago
4 Months Ago
got test scene working properly
4 Months Ago
merge from ice_sculptures/sdf_sculpting
4 Months Ago
codegen
4 Months Ago
merge from gui_sculpting
4 Months Ago
undid some questionable shader changes, need a way to supply a triplanar anchor for sculptures or it pans when rotating them in-gui
4 Months Ago
codegen
4 Months Ago
merge from ice_sculptures/gui_sculpting - bit broken still
4 Months Ago
sculpture item not hidden
4 Months Ago
reduction in sail position influence on thrust, less than half what it was but still double the engine's - still impacts how you place them on the baot but results in less situations where it feels like the boat is not behaving as it should
4 Months Ago
setting global shader params update flag after regenerating textures for dirty DeepSea data flags
4 Months Ago
use a realmed trace for TriggerParent.HasObjUnderFeet so they don't freak out in-editor at speed
4 Months Ago
PlayerBoat uses HasDriver to check AnyMounted, corrects flipped behaviour not running
4 Months Ago
merge from anchored_boat_mass
4 Months Ago
increase boat mass to arbitrarily high value when anchored, won't be pushed arround much but maintains buoyancy behaviour as it's acceleration based
4 Months Ago
made ProceduralMapEmpty more empty
4 Months Ago
merge from deepsea_terraintexturing_leak
4 Months Ago
properly destroying leaked deepsea shorevector / coarseheight / waterheight textures when re-generating
4 Months Ago
handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)
4 Months Ago
small engine fuel always accessible from pie menu, proxy func changes the order if you're looking at the fuel access collider to prioritize it
4 Months Ago
merge from engine_improved_fuel_access
4 Months Ago
halved shore vector generation time in editor with batched water depth queries (250ms off the time to get into playmode) - we should jobify the DistanceField stuff as well, but this is a quicker win
4 Months Ago
flipped steering wheels can't be mounted and flipped playerboats dismount all steeringwheels as well
4 Months Ago
merge from boat_flipped_wheel_mounting
4 Months Ago
merge from sorted_protobuf_gen
4 Months Ago
sort ProtoMessage Messages for codegen consistency
4 Months Ago
corrected Sail's CacheIsWindBlocked check to handle realmed colliders - tried batching this but there's not enough casts for it to be worth the overhead
4 Months Ago
boat engines don't apply force when boat isn't in water
4 Months Ago
merge from boat_better_shallow_water_behaviour
4 Months Ago
merge from naval_update
4 Months Ago
shallow water rebalance - better depth values for speed reduction and unbeaching behaviour - increased unbeaching accel, applies fraction of it upwards to separate better - increased turning torque by 50% and raised floor of its velocity scaling
4 Months Ago
including water depth in shallow water velocity scaling
4 Months Ago
merge from naval_update
4 Months Ago
merge from deepsea_height_data
4 Months Ago
undid temporary boat code, now using heightmap queries regularly
4 Months Ago
simple deepsea/mainland heightmap query split (5th iteration of it) - currently limited to positional queries, normalized coord queries map directly to mainland data still - also fixed issue with deepsea shorevectors where they weren't being rotated into worldspace properly and still pointed in localspace directions