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1,171 Commits over 518 Days - 0.09cph!

2 Months Ago
fixed compile from CoACD
2 Months Ago
wrap custom coacd editor in defines
2 Months Ago
merge from /main/coACD - adds FPConvexCollisionBaker that we can use to bake convex collider sets for compatibility with dynamic RBs (PlayerBoats)
2 Months Ago
broke up PlayerBoat monolith file
2 Months Ago
comitting to non-controlled sails and torque rudder control scheme for now
2 Months Ago
merge from sail_physics_test
2 Months Ago
increased rudder torque-control strength, set default control scheme to that for now
2 Months Ago
merge from boat_building
2 Months Ago
third option on rudder control, bit of debug vis cleanup
2 Months Ago
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2 Months Ago
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2 Months 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
2 Months Ago
better defaults for pos/dir influences vars
2 Months 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
2 Months 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
2 Months Ago
corrected artifical water sources not populating the artificalWater field in WaterInfo in all test cases, buoyancy flow force ignores artifical water sources
2 Months Ago
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2 Months Ago
wrapped baker in our own component and added IPrefabPreProcess validation and component stripping - exposed ValidateColliders in inspector
2 Months Ago
added inspector buttons
2 Months Ago
merge from mil_tunnel_terrain_ignore_fix3
2 Months 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
3 Months Ago
merge from generate_shorevector_optim
3 Months Ago
added indirect topology query job for normalized coordinates, improved TerrainWaterFlow from 11s to 900ms
3 Months Ago
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3 Months Ago
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3 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
3 Months Ago
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3 Months Ago
merge from missing_native_resetstaticfields_fix
3 Months Ago
added ResetStaticFields attribute to HitboxSystem and GameTrace, count any fieldtype with Native in the name as valid for field reset codegen
3 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
3 Months Ago
moved constraint editor to handles, re-used Unity's angular joint handles
3 Months Ago
gave BurstClothConstraint some rotation gizmos
3 Months Ago
fixed frontier hatched vm to use viewmodel camera - moved fur shader to run as opaque, not transparent (it's opaque cutout) and skip depth blockout prepass on it