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1,437 Commits over 638 Days - 0.09cph!

6 Months Ago
merge from main
6 Months Ago
drone properly drops storage loot on death
6 Months Ago
drone uses its own loot panel
6 Months Ago
added prompt provider interface for RC entities to provide action prompts on their own logic to computer ui - drone implements to prompt that its drop is ready when by checking its flags
6 Months Ago
account for attack cooldown on ThrownWeapon types
6 Months Ago
separated drone storage interactable collider and cleaned up client/server separation of drone components
6 Months Ago
require hammer for drone pickup to avoid menu issues for now
6 Months Ago
invert IsEmpty flag
6 Months Ago
get storage contents on pickup
6 Months Ago
removed carton box collider, purely visual
6 Months Ago
switched to fuelsmall loot panel, needs its own really
6 Months Ago
added wip drone storage subentity with single slot and ability to remotely drop contents
6 Months Ago
merge from physics_bounds_commands_fix
6 Months Ago
combined bounds used for both physx bounds commands
6 Months Ago
merge from physics_bounds_commands
6 Months Ago
server commands to set and get physics world bounds for profiling purposes
7 Months Ago
fixed compile from CoACD
7 Months Ago
wrap custom coacd editor in defines
7 Months Ago
merge from /main/coACD - adds FPConvexCollisionBaker that we can use to bake convex collider sets for compatibility with dynamic RBs (PlayerBoats)
7 Months Ago
broke up PlayerBoat monolith file
7 Months Ago
comitting to non-controlled sails and torque rudder control scheme for now
7 Months Ago
merge from sail_physics_test
7 Months Ago
increased rudder torque-control strength, set default control scheme to that for now
7 Months Ago
merge from boat_building
7 Months Ago
third option on rudder control, bit of debug vis cleanup
7 Months Ago
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7 Months Ago
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7 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
7 Months Ago
better defaults for pos/dir influences vars
7 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
7 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
7 Months Ago
corrected artifical water sources not populating the artificalWater field in WaterInfo in all test cases, buoyancy flow force ignores artifical water sources
7 Months Ago
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7 Months Ago
wrapped baker in our own component and added IPrefabPreProcess validation and component stripping - exposed ValidateColliders in inspector
7 Months Ago
added inspector buttons
7 Months Ago
merge from mil_tunnel_terrain_ignore_fix3
7 Months Ago
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7 Months Ago
hierarchy generation actually applies the transforms it gathers (still adds all colliders to the root)
7 Months Ago
split collider data SO out into its own file
7 Months Ago
better default params and fixed it not actually using the target MeshFilter it's given
7 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
7 Months Ago
added CoACD package locally to allow modification
7 Months Ago
draw physics world bounds on ValidBounds gizmos to ensure they line up sensibly
7 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
7 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
7 Months Ago
merge from generate_shorevector_optim
7 Months Ago
added indirect topology query job for normalized coordinates, improved TerrainWaterFlow from 11s to 900ms
7 Months Ago
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7 Months Ago
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7 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