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1,434 Commits over 638 Days - 0.09cph!

5 Months Ago
painted ocean topology onto shared FC terrain and rebaked shore vectors
5 Months Ago
handling null/empty heightslope and waterheight data in baked data properly (was trying to blit empty arrays)
5 Months Ago
rebaked FC 1/2/3 so the data isn't infinity
5 Months Ago
support minimum enforced shore distance on baked data to handle FC better
5 Months Ago
merge from oceansimulation_split - running two ocean simulations, all usage switches between based on position (like all other deepsea code) and batched queries gather indirect indices
5 Months Ago
5 Months Ago
5 Months Ago
fixed issues with batched ocean trace deferred jobs using AsDeferredJobArray for the rays in the IJobParallelForDefer OceanTraceJob as the indices now drive the deferred batch size and we still need a view of the rays list that is aware of the populated size in previous jobs. This maintains parallelism and a single set of job dependencies without needing a complete/sync
5 Months Ago
fixed WaterSystem NRE
5 Months Ago
merge from deep_sea
5 Months Ago
codegen
5 Months Ago
OceanSimulation split between deepsea and mainland - required extra indirection in most batched water queries but it's hidden away
5 Months Ago
strong internal hurt triggers in square hull to handle both clipping and player damage
5 Months Ago
merge from player_hurt
5 Months Ago
assigned missing physics mats on some boat building blocks
5 Months Ago
initialize deep sea shore vectors properly when loading cached shore vectors (editor-only issue)
5 Months Ago
cleanup left note for possible change to how angles are populated if it proves a performance issue
5 Months Ago
merge from directional_drag
5 Months Ago
added command to print DragByAngle table of a boat you're looking at (admin only)
5 Months Ago
reduced ray count slightly and only recaching BoatBuildingBlocks if the list is empty
5 Months Ago
better ray batching, as always it's bottlenecked by Verify - added GamePhysics.SortDeferred which returns the sort JobHandle, useful in this case where we're scheduling multiple parallel batches
5 Months Ago
mapped accumulated area to drag values, needs further balancing but adjusts between 0.8->1.5 rang currently - using batched casts, still a bit slow - substepping drag values between angles for continuous values
5 Months Ago
merge from boat_building
5 Months Ago
initial WIP directional drag (not balanced and not fast) - take a set of planes offset from hull block bounds at a regular set interval - project min/max bounds extents onto plane and perform a set of raycasts in flow direction and use dot of normal against -flow to scale drag impact and accumulate - drag is saved per-angle and will update for the boat at set intervals by slerping between nearest values to current angle of velocity against forward - considering this as "drag" currently, but may apply this as a force for easier control
5 Months Ago
structure to query drag by angle from flattened pre-baked data (dummy data for testing)
5 Months Ago
merge from shore_vectors
5 Months Ago
sending client RPC to a player when entering the deep sea, currently only used to reset deepsea terrain texturing data
5 Months Ago
merge from physics_pass_two
5 Months Ago
playerboat wavePID balance
5 Months Ago
check boat engine state instead of driver state for enabling correction forces (playerboats are powered without someone at the helm)
5 Months Ago
improve transform access in correction forces
5 Months Ago
undid plane points reordering in the prefab, code was adjusting it in the wrong order - corrected there instead
5 Months Ago
re-ordered control forces plane points so plane normal points up, also set non-stupid values for control accel
5 Months Ago
steeringwheel controls HasDriver flag of parent boat
5 Months Ago
enabling PlayerBoat correction forces with some initial balance
5 Months Ago
added acceleration mode for boat wave correction forces, default is force (old behaviour) - lets us have consistent control forces on playerboats without worrying about mass differences
5 Months Ago
handling torque scaling properly when accumulated forces cancel (was dividing by zero in some cases and apply naninf torque)
5 Months Ago
removed unused field from shore vector override mod
5 Months Ago
merge from shore_vectors
5 Months Ago
merge from shore_vectors
5 Months Ago
merge from deep_sea
5 Months Ago
merge from floating_city_support
5 Months Ago
applying baked data for floating cities
5 Months Ago
gave shore vector override mod inner radius to allow linear falloff between inner and outer radii with hard limit inside inner radius
5 Months Ago
allow shorevector-only bake, handle in blitting
5 Months Ago
merge from shore_vectors
5 Months Ago
parallel blit
5 Months Ago
adjusted default deep sea height slope data to match expected minimum for deep sea (-64)
5 Months Ago
better shore distance blending between islands
5 Months Ago
merge from shore_vectors