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1,874 Commits over 883 Days - 0.09cph!

2 Years Ago
reduced per-cube temp allocs
2 Years Ago
converted to use burst and the jobsystem - still needs thought on multithreading, but about a 10x speedup from burst usage already
2 Years Ago
packages burst 1.8.16->1.8.17 collections 2.5.1
2 Years Ago
further marching cubes work - separating sculpting data from marching cubes view through a sampling interface - pruning pass after initial generation to merge duplicate vertex data (21k verts to 3k verts in current test setup) - some vertex generation changes that would let us interpret non-boolean datasets better
2 Years Ago
switched jagged array lookup table to multidimensional, should play nicer with native code when I convert it later
2 Years Ago
re-enabled flowMovementScale on kayak
2 Years Ago
merge from main
2 Years Ago
slow and greedy starting point for marching cubes - not calculated in correct coordinate space or interactable, but can at least present the correct mesh for a given 3D dataset
2 Years Ago
kitbashed ice sculpture stub prefab setup - only diverting damage of allowed type at the moment
2 Years Ago
merge from halloween24
2 Years Ago
BC: fixing cloth flinging away with large rotation changes - changed rotation origin to use player model transform's rotation, rather than its rotation field, as it depicts body root rotation better - made collision distance thresholds tunable and brought it down on the dracula cape due to its bone density - brought the floor up on the dracula cape damping curve slightly
2 Years Ago
merge from halloween24
2 Years Ago
wearables do proper bone retargetting in the skin viewer - fixes issues with dracula cape bones not retargetting and extending the render bounds by an insane amount (appearing invisible)
2 Years Ago
merge from halloween24
2 Years Ago
reduce root motion strength on dracula cape BC assets (visually feels about the same, but less likely to explode on vehicles)
2 Years Ago
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2 Years Ago
client compile fix
2 Years Ago
merge from Halloween24
2 Years Ago
BC: separated origin adjustments between crawling and incapacitated wounded states - stop cloth getting caught around the head when incapacitated, while trying to minimize clipping (local gravity towards feet rather than orientating to world gravity)
2 Years Ago
merge from main/Halloween24
2 Years Ago
BC: handling null player properly in teleport check (player preview)
2 Years Ago
BC: bone transforms and bone states reset with player teleports (including mount/dismounting) and also reset with extreme single-frame angle changes - stops cloth freaking out when you switch seats that are facing opposite directions (pedaltrike is the main offender) - exposed LastTeleportTime in BaseMovement for this
2 Years Ago
merge from main/Halloween24
2 Years Ago
quick lerp on burstcloth length modifier, reduces jerky behaviour when changing between different modifiers
2 Years Ago
reduced length scaling on dracula cape when ducked and mounted to 0.9
2 Years Ago
adjusted MaxOriginDelta values on cape burstcloth to match similar assets
2 Years Ago
replaced fully rigid linear constraint with a stiff spring and a small linear limit for it to play in - absorbs force spikes better, especially when a kinematic body is attached
2 Years Ago
horse walking, trotting, sprinting, and turning speeds modified by towing - currently flat modifier of 60 percent across the board
2 Years Ago
missing TowingJointBreakDebug file
2 Years Ago
merge from halloween24 - some cloth fixes and dracula cape worldmodel collider fix
2 Years Ago
siege weapons override vehicle handbrakes when being towed - fixed towed entities not getting their tow attach/detach callbacks
2 Years Ago
fixed negative scale on dracula cape worldmodel collider
2 Years Ago
server-only compile fix
2 Years Ago
client-only compile fixes
2 Years Ago
more towing strength adjustment
2 Years Ago
applying horse motion through rigidbody to give more information for joint resolution, also adjusted towing anchor down
2 Years Ago
halved twoing joint break strength
2 Years Ago
fixed native memory leak in OceanSimulation (only a problem if you're restarting a server in-editor a lot)
2 Years Ago
server compile fix
2 Years Ago
merge from ghost_sheet_fixes
2 Years Ago
set bike and horse mountables to animate cloth in worldspace
2 Years Ago
added head/clavicle/neck to ignored bones on ghostsheet to help collision behaviour at some lookangles
2 Years Ago
reduced wind shader values on GhostSheet material
2 Years Ago
merge from Halloween24/ghost_sheet_fixes - fixed sheet exploding when mounting - other small config changes to help collision and mounting movement
2 Years Ago
adjusted some bc config values for max origin delta and collision cast directions
2 Years Ago
setting length multiplier on ghost sheet BC controllers 1 across all states (stops exploding when mounting)
2 Years Ago
removed WaterVisibilityTrigger from xmas dungeon cell prefabs
2 Years Ago
merge from Halloween24
2 Years Ago
removing WaterVisibilityTrigger from all halloween procedural dungeon cell prefabs and set it to not spawn a christmas dungeon
2 Years Ago
merge from main