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1,793 Commits over 822 Days - 0.09cph!

11 Months Ago
setting ForceDeployableSetParent to true for the PlayerBoat so parenting deployables actually works
11 Months Ago
missing file
11 Months Ago
moving some cargoship/tugboat special behaviour cases in deployabled and HitInfo to be driven by an interface tag rather than direct type check - deployables parent directly to the vehicle instead of sub-entities - special handling in some HitInfo data generation
11 Months Ago
merge from shorevector_disabled_terrain_fix
11 Months Ago
rebaked Tropical 3 and 4, slope data was broken
11 Months Ago
handling disabled terrain properly in shore vector bake
11 Months Ago
corrected buoyancy using almost none of the correct DeepSea data sources for querying wave information
11 Months Ago
put the ocean back into the cargo test scene (ocean topology)
11 Months Ago
merge from fc_shorevector_fixes
11 Months Ago
painted ocean topology onto shared FC terrain and rebaked shore vectors
11 Months Ago
handling null/empty heightslope and waterheight data in baked data properly (was trying to blit empty arrays)
11 Months Ago
rebaked FC 1/2/3 so the data isn't infinity
11 Months Ago
support minimum enforced shore distance on baked data to handle FC better
11 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
11 Months Ago
11 Months Ago
11 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
11 Months Ago
fixed WaterSystem NRE
11 Months Ago
merge from deep_sea
11 Months Ago
codegen
11 Months Ago
OceanSimulation split between deepsea and mainland - required extra indirection in most batched water queries but it's hidden away
11 Months Ago
strong internal hurt triggers in square hull to handle both clipping and player damage
11 Months Ago
merge from player_hurt
11 Months Ago
assigned missing physics mats on some boat building blocks
11 Months Ago
initialize deep sea shore vectors properly when loading cached shore vectors (editor-only issue)
11 Months Ago
cleanup left note for possible change to how angles are populated if it proves a performance issue
11 Months Ago
merge from directional_drag
11 Months Ago
added command to print DragByAngle table of a boat you're looking at (admin only)
11 Months Ago
reduced ray count slightly and only recaching BoatBuildingBlocks if the list is empty
11 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
11 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
11 Months Ago
merge from boat_building
11 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
11 Months Ago
structure to query drag by angle from flattened pre-baked data (dummy data for testing)
11 Months Ago
merge from shore_vectors
11 Months Ago
sending client RPC to a player when entering the deep sea, currently only used to reset deepsea terrain texturing data
11 Months Ago
merge from physics_pass_two
11 Months Ago
playerboat wavePID balance
11 Months Ago
check boat engine state instead of driver state for enabling correction forces (playerboats are powered without someone at the helm)
11 Months Ago
improve transform access in correction forces
11 Months Ago
undid plane points reordering in the prefab, code was adjusting it in the wrong order - corrected there instead
11 Months Ago
re-ordered control forces plane points so plane normal points up, also set non-stupid values for control accel
11 Months Ago
steeringwheel controls HasDriver flag of parent boat
11 Months Ago
enabling PlayerBoat correction forces with some initial balance
11 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
11 Months Ago
handling torque scaling properly when accumulated forces cancel (was dividing by zero in some cases and apply naninf torque)
11 Months Ago
removed unused field from shore vector override mod
11 Months Ago
merge from shore_vectors
11 Months Ago
merge from shore_vectors
11 Months Ago
merge from deep_sea