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811 Commits over 395 Days - 0.09cph!

10 Months Ago
rebuilt bone-arrays for server-side ragdolls to include DPV mount pose
10 Months Ago
Added extra collider to properly cover head/eyes position
10 Months Ago
initial 2D grid for avoiding Physics checks against WaterVisibilityTrigger - Simple BitArray for static, brute-force through dynamics due to tiny count - train tunnel trigger volumes limit the usefulness of this, next step is splitting world-Y into very small number of cells
10 Months Ago
Properly handle origin/simspace delta accumulation when BurstCloth is re-enabled
10 Months Ago
BurstCloth - optionally allow bone transforms to reset when disabled - also removed transform reset when re-enabled, only caused a weird jump in behaviour
11 Months Ago
merge from frontier_hazmzat_cloth_fixes
11 Months Ago
adjusted frontier_hazmats BC MaxOriginDeltas to roughly enclose character - massively helps cloth resolve when mounting and stops odd behaviour at high noclip speeds
11 Months Ago
BurstCloth Stability - made max origin delta configurable (default value is the same as the old hardcoded one) - origin and simspace deltas accumulated and cleared when sim job is scheduled, this was the main cause of most small explosions in cloth behaviour
11 Months Ago
merge from dpv_fixes
11 Months Ago
Don't show monument block radius for DPV
11 Months Ago
tweaked hatchet cloth settings for better stabilitity - upped damping and constraint iterations
11 Months Ago
initial pass on burstcloth setup for VM not using VM renderer
11 Months Ago
merge from wortld_update_2/dpv_fixes
11 Months Ago
DPV socket excludes artifical water - InWater socket mod allows exclusion of artifical water - added separate error when socket requires a body of water
11 Months Ago
Water volumes report correct overallDepth from WaterInfo - measured against the bottom of the volume or a cut-off plane
11 Months Ago
merge from world_update_2
11 Months Ago
separated client/server compile fix for DPV
11 Months Ago
merge DPV fixes
11 Months Ago
DPV requires fuels storage to be empty before you can pick it up - server sends an additional fuel info update when fuel storage inventory has an item removed/added (stack count change doesn't trigger this)
11 Months Ago
DPV uses correct WaterLevel test for getting player WaterFactor
11 Months Ago
merge from line_functions
11 Months Ago
corrected closest points function
11 Months Ago
merge from main
11 Months Ago
aggressive distance culling for cloth on cny_spear
11 Months Ago
switched out prefab CompareTo to explicit implementation to avoid boxing
11 Months Ago
post-merge waterinfo query fix
11 Months Ago
merge DPV->world_update_2
11 Months Ago
Undo meta guid changes on wallpaper textures from previous merges
11 Months Ago
merge FrontierHazmat->world_update_2
11 Months Ago
merge main->FrontierHazmat
11 Months Ago
merge main->dpv
11 Months Ago
merge from FrontierHazmat/BurstCloth
11 Months Ago
3D Line-Line distance and closest point(s) utils
11 Months Ago
corrected skin constraint update maths - added skin constraint gizmos
11 Months Ago
burst cloth - moved skin constraint updates to IJobParallelForTransform to stop mainthread waiting for previous jobs (even though we only need read-only access, it doesn't know that) - fixed retrieval of bone data for player preview case
11 Months Ago
merge stability changes
11 Months Ago
reduced max placement distance on DPV - ran socket rename
11 Months Ago
added skin constraints to left him as well
11 Months Ago
burstcloth - made skin constraint editing less messy
11 Months Ago
burstcloth - added skin constraints to allow explicit separation from defined points on skinned mesh without needing projected collision - works alongside collision constraints, but allows solving explicit issues like knee clipping without having to rely fully on it - applied to hazmat prefab, also reset bone positions
11 Months Ago
merge from FrontierHazmat/burst_cloth
11 Months Ago
burstcloth - fixed siblings applying too much force as they were being iterated twice in different directions (this was increasingly unstable with higher numbers of substeps and constraint iterations)
11 Months Ago
made burstcloth large collision response pruning optional
11 Months Ago
configured prefab for cloth collision adjustment - tunic bone chains also lifted up
11 Months Ago
added field to burstcloth to control how the collision rays are projected towards the origin
11 Months Ago
split DPV into client/server/shared files
11 Months Ago
Hooked up fuel and health flashing warning lights - they sync up if they're both activated
11 Months Ago
hooked up speedometer and fuel ticks
11 Months Ago
code gen