userGriglercancel

1,153 Commits over 518 Days - 0.09cph!

Today
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
Today
setting global shader params update flag after regenerating textures for dirty DeepSea data flags
Yesterday
use a realmed trace for TriggerParent.HasObjUnderFeet so they don't freak out in-editor at speed
5 Days Ago
PlayerBoat uses HasDriver to check AnyMounted, corrects flipped behaviour not running
5 Days Ago
merge from anchored_boat_mass
5 Days 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
5 Days Ago
made ProceduralMapEmpty more empty
5 Days Ago
merge from deepsea_terraintexturing_leak
5 Days Ago
properly destroying leaked deepsea shorevector / coarseheight / waterheight textures when re-generating
5 Days Ago
handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)
5 Days 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
5 Days Ago
merge from engine_improved_fuel_access
5 Days 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
6 Days Ago
flipped steering wheels can't be mounted and flipped playerboats dismount all steeringwheels as well
6 Days Ago
merge from boat_flipped_wheel_mounting
6 Days Ago
merge from sorted_protobuf_gen
6 Days Ago
sort ProtoMessage Messages for codegen consistency
6 Days 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
7 Days Ago
boat engines don't apply force when boat isn't in water
7 Days Ago
merge from boat_better_shallow_water_behaviour
7 Days Ago
merge from naval_update
7 Days 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
7 Days Ago
including water depth in shallow water velocity scaling
7 Days Ago
merge from naval_update
7 Days Ago
merge from deepsea_height_data
7 Days Ago
undid temporary boat code, now using heightmap queries regularly
7 Days 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
7 Days Ago
rebaked tropical scene shore data to include heightmaps
8 Days Ago
correcting for height data normalization, denormalize with baked info and renormalize to current world size on application - lets us be consistent with how we interpret height data betweek deepsea and mainland
9 Days Ago
merge from naval_update
11 Days Ago
12 Days Ago
Two WIP behaviours that need unifying, beginning to fix unbeaching forces as well as implementing a MaxVelocity modifier in shallow water - both are querying shore vector and water depth information from the same points, we should do this in one place and - need to fix querying water depth as we don't have height info in the deep sea and it breaks it, don't want to do raycasts so we need to blit this in as well really
12 Days Ago
▋▇▊ ▊▉▆ █▇▋▉ ▆▅▄▍█▋▌▌█▌▍▇█▊▋█▊ ▅▋ ▊▋▆▊█ ▊▅▌▊▌▆▊▆▊▇▇ ▉▆, ▊▊'▊ ▇▌▌▆▉█ ▌▍ ▍▅▊▇▉▅▋▄ ▉▉▆▇▌▆▍▅▆ ▋▊ ▄ ▇▅▆▄█-▄▇▍██▍▆▇ ▍▋▋▊▇▊▉▊ ▇▄ ▊█▇ ▌▅▍ ▊▍▋ ▌▋▊▋▍▉ ▌█▌▌▉▅▊▄▍▍▉ ▆█▍▄▅█▍▅▉
12 Days Ago
merge from boat_optims
12 Days Ago
merge from naval_update
12 Days Ago
switched HashSet to ListHashSet in BoatAI to get rid of enumerator alloc
12 Days Ago
removed some deeper profile markers from GJK, unnecessary overhead with little info
12 Days Ago
moved a BaseBoat waterlevel test down a level so unpowered boats don't check it for no reason
12 Days Ago
burst compiling GJK distance methods directly, already compatible - not using jobs here as it would need a NativeReference alloc for no reason, we just want the go-fast button - verified compiling with burst inspector
13 Days Ago
corrected convar bounds
13 Days Ago
corrected physics bounds
13 Days Ago
merge from buoyancy_deepunderwater_fix
13 Days Ago
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
13 Days Ago
fixed clip check
13 Days Ago
stupid pooling fix
13 Days Ago
merge from ai_vehicle_clipping_check_optim
13 Days Ago
account for ClippingAiChecks another level up in BaseVehicle to avoid running an OverlapBox query in cases where we wouldn't run any mounted clipping checks anyway
13 Days Ago
merge from npc_PlayerSyncCycle_optim
13 Days Ago
▍▋▆'▉ ▋▍▍ ▊▄▆▍▉▆▍▊▊▆▉▋▇▉▊▌▄▅▄ ▍▄▍ ▇▇█▅▊▅▄ ▉▅█▉, ▅▋▆▋ ▊▉▅▉ ▅ ▊▉▆█ ▍▊▆▌▆█ ▊▄ ▍▊▋▍ ▉▇ ▊▌▉▅▄▅▆▅▌█▄█▉.▌█▌▇▋▄▍▆▍▌▆▇▊▋▉ ▆▄ ▉▌▅▅▉ ▊▉ ██▅▆▋▋▌ ▋▋▍▌ ▊▄▇▍ ▌▉▅'▊ ▄▇▌█ █▊▍ ▋▍ - ▆▇ ▇▆▋▆▌ ▇▌▋█▆▍▉ ▉▋▍▍▅▋▉▄▉ ▄▍ ▊▆▉ ▄▋▊▌▄▍▉ █▊▉▌▌█▊ ▍▌ ▊█▄▌▇▊▉, ▋▋▄ ▇▅'▋ ▆▇▄▍▆▆▅▅▊▅▍▍ ▄▅▇▄▇ ▆▍ ▄▋▇ ▉▊ █▆▇
14 Days Ago
merge from boat_building