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1,874 Commits over 883 Days - 0.09cph!

1 Year Ago
merge from naval_update
1 Year Ago
1 Year 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
1 Year Ago
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1 Year Ago
merge from boat_optims
1 Year Ago
merge from naval_update
1 Year Ago
switched HashSet to ListHashSet in BoatAI to get rid of enumerator alloc
1 Year Ago
removed some deeper profile markers from GJK, unnecessary overhead with little info
1 Year Ago
moved a BaseBoat waterlevel test down a level so unpowered boats don't check it for no reason
1 Year 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
1 Year Ago
corrected convar bounds
1 Year Ago
corrected physics bounds
1 Year Ago
merge from buoyancy_deepunderwater_fix
1 Year Ago
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
1 Year Ago
fixed clip check
1 Year Ago
stupid pooling fix
1 Year Ago
merge from ai_vehicle_clipping_check_optim
1 Year 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
1 Year Ago
merge from npc_PlayerSyncCycle_optim
1 Year Ago
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1 Year Ago
merge from boat_building
1 Year Ago
removed all the debug logs I forgot about
1 Year Ago
added TriggerParentDelayedExit that defers Unparenting by small amount, allows bridging small gaps in parent volumes seemlessly without needing to find them algorithmically - replaced all TriggerParnet in BoatBuildingBlocks with this
1 Year Ago
merge from parenting_improvements
1 Year Ago
compile fix for BaseMountable change - switched out client-incompatible check to an explicit disabling of the behaviour from the vehicle parent instead - set flag on PlayerBoat only
1 Year Ago
merge from parenting_improvements - just the stairs parenting volume
1 Year Ago
gave boat stairs their own parenting trigger volume
1 Year Ago
pick up fuel when picking up boat engine
1 Year Ago
merge from boat_mountable_fixes
1 Year Ago
set steering wheel as DirectlyMountable, behaviour is the same but shortcuts checking the vehicle parent MountInfo in some cases
1 Year Ago
check whether the BaseMountable is a MountPoint for its vehicle parent when checking HasValidDismountPosition - already being checked for retrieving the actual positions, this just stops the menu item being hidden in some cases
1 Year Ago
setting ForceDeployableSetParent to true for the PlayerBoat so parenting deployables actually works
1 Year Ago
missing file
1 Year 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
1 Year Ago
merge from shorevector_disabled_terrain_fix
1 Year Ago
rebaked Tropical 3 and 4, slope data was broken
1 Year Ago
handling disabled terrain properly in shore vector bake
1 Year Ago
corrected buoyancy using almost none of the correct DeepSea data sources for querying wave information
1 Year Ago
put the ocean back into the cargo test scene (ocean topology)
1 Year Ago
merge from fc_shorevector_fixes
1 Year Ago
painted ocean topology onto shared FC terrain and rebaked shore vectors
1 Year Ago
handling null/empty heightslope and waterheight data in baked data properly (was trying to blit empty arrays)
1 Year Ago
rebaked FC 1/2/3 so the data isn't infinity
1 Year Ago
support minimum enforced shore distance on baked data to handle FC better
1 Year 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
1 Year Ago
1 Year Ago
1 Year 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
1 Year Ago
fixed WaterSystem NRE
1 Year Ago
merge from deep_sea