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1,793 Commits over 822 Days - 0.09cph!

1 Year Ago
burstcloth sims for small time period after pose/clothing changes to mannequin so it can come to natural rest but not always simulate
1 Year Ago
merge from generate_shorevector_optim
1 Year Ago
added indirect topology query job for normalized coordinates, improved TerrainWaterFlow from 11s to 900ms
1 Year Ago
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1 Year Ago
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1 Year 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
1 Year Ago
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1 Year Ago
merge from missing_native_resetstaticfields_fix
1 Year Ago
added ResetStaticFields attribute to HitboxSystem and GameTrace, count any fieldtype with Native in the name as valid for field reset codegen
1 Year Ago
server compile fix for mil_tunnel_terrain_ignore_fix2
1 Year Ago
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1 Year Ago
very weak angular drive spring on ceiling light so it can't rest weirdly but still tilts nicely
1 Year Ago
merge from bc_viewmodel_fixes/frontier_hatchet
1 Year Ago
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
1 Year Ago
corrected rotation delta rootmotionstrength modifier, was ivnerted
1 Year Ago
handling demo scrubbing and timescale 0 for batched projectiles
1 Year Ago
added editor-only debug convar to just spin mouse at a set speed on x-axis
1 Year Ago
RootMotionStrength applies to rotation properly (slerp reference rotation from previous to current when calculating delta)
1 Year Ago
constraint editor on by default
1 Year Ago
moved constraint editor to handles, re-used Unity's angular joint handles
1 Year Ago
gave BurstClothConstraint some rotation gizmos
1 Year Ago
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
1 Year Ago
manual support for domain reloading in BC manager as it's in an assembly and can't opt in with the attribute
1 Year Ago
WearableNotifyTrophyMounted can take list of BurstCloth controllers to disable on trophy mounting
1 Year Ago
BurstClolth VM pass, just disabling collision and enabling ResetBonesOnDisable
1 Year Ago
better BC defaults, natural gravity and disabled collision
1 Year Ago
toggling BC with gesture beginning and ending on ViewModels when bone transform resetting is enabled on VM burstcloth controllers, this stops it flinging up in the at the end of a gesture when the VM moves 100 units upwards in a frame
1 Year Ago
scene2prefab millitary_tunnel_1 (no hlod)
1 Year Ago
adjusted terrain ignore volume
1 Year Ago
cherrypick 127820
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
scene2prefab millitary_tunnel_1
1 Year Ago
adjusted volumes near chimney entrance
1 Year Ago
support for EnvironmentVolumes with non-square spatial volume shapes to use Capsule/Sphere colliders
1 Year Ago
corrected solid capsule gizmo render position (still just draws two spheres though)
1 Year Ago
call init on vhacd Paramters props to get legit default values
1 Year Ago
merge from basesculpture_rpccleanup
1 Year Ago
fixed checks on sculpture access permissions on BaseSculpture server RPCs
1 Year Ago
batched projectiles handle cameraclip avoiding code for thrown projectiles
1 Year Ago
BaseRaidBenchmark - only create extra Client if one doesn't already exist, it's double ticking projectile effect processing and making it look worse than it is
1 Year Ago
merge from projectile_jobs
1 Year Ago
handle null localplayer properly for demo playback
1 Year Ago
merge from main
1 Year Ago
merge from dpv_bone_error
1 Year Ago
re-assigned model root to correct transform
1 Year Ago
merge from ambiencezone_nre_fix
1 Year Ago
check AmbienceManager instance is valid for AmbienceZone triggers (can NRE when leaving server)
1 Year Ago
don't serialize shoreVectorTexture
1 Year Ago
merge from projectile_jobs