918 Commits over 457 Days - 0.08cph!
broke up PlayerBoat monolith file
comitting to non-controlled sails and torque rudder control scheme for now
merge from sail_physics_test
increased rudder torque-control strength, set default control scheme to that for now
third option on rudder control, bit of debug vis cleanup
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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
better defaults for pos/dir influences vars
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
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
corrected artifical water sources not populating the artificalWater field in WaterInfo in all test cases, buoyancy flow force ignores artifical water sources
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wrapped baker in our own component and added IPrefabPreProcess validation and component stripping
- exposed ValidateColliders in inspector
merge from mil_tunnel_terrain_ignore_fix3
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hierarchy generation actually applies the transforms it gathers (still adds all colliders to the root)
split collider data SO out into its own file
better default params and fixed it not actually using the target MeshFilter it's given
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
added CoACD package locally to allow modification
draw physics world bounds on ValidBounds gizmos to ensure they line up sensibly
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
burstcloth sims for small time period after pose/clothing changes to mannequin so it can come to natural rest but not always simulate
merge from generate_shorevector_optim
added indirect topology query job for normalized coordinates, improved TerrainWaterFlow from 11s to 900ms
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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
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merge from missing_native_resetstaticfields_fix
added ResetStaticFields attribute to HitboxSystem and GameTrace, count any fieldtype with Native in the name as valid for field reset codegen
server compile fix for mil_tunnel_terrain_ignore_fix2
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very weak angular drive spring on ceiling light so it can't rest weirdly but still tilts nicely
merge from bc_viewmodel_fixes/frontier_hatchet
re-tuned BC on frontier_hatched_VM now that it's rendered in VM space rather than world
- less jitter
- actually moves in the right direction when spinning
corrected rotation delta rootmotionstrength modifier, was ivnerted
handling demo scrubbing and timescale 0 for batched projectiles
added editor-only debug convar to just spin mouse at a set speed on x-axis
RootMotionStrength applies to rotation properly (slerp reference rotation from previous to current when calculating delta)
constraint editor on by default
moved constraint editor to handles, re-used Unity's angular joint handles
gave BurstClothConstraint some rotation gizmos
fixed frontier hatched vm to use viewmodel camera
- moved fur shader to run as opaque, not transparent (it's opaque cutout) and skip depth blockout prepass on it
manual support for domain reloading in BC manager as it's in an assembly and can't opt in with the attribute
WearableNotifyTrophyMounted can take list of BurstCloth controllers to disable on trophy mounting
BurstClolth VM pass, just disabling collision and enabling ResetBonesOnDisable