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1,345 Commits over 579 Days - 0.10cph!

3 Months Ago
properly destroying leaked deepsea shorevector / coarseheight / waterheight textures when re-generating
3 Months Ago
handle uninitialized heightmap properly for shorevector gen (happens with scene camera in some cases)
3 Months Ago
small engine fuel always accessible from pie menu, proxy func changes the order if you're looking at the fuel access collider to prioritize it
3 Months Ago
merge from engine_improved_fuel_access
3 Months Ago
halved shore vector generation time in editor with batched water depth queries (250ms off the time to get into playmode) - we should jobify the DistanceField stuff as well, but this is a quicker win
3 Months Ago
flipped steering wheels can't be mounted and flipped playerboats dismount all steeringwheels as well
3 Months Ago
merge from boat_flipped_wheel_mounting
3 Months Ago
merge from sorted_protobuf_gen
3 Months Ago
sort ProtoMessage Messages for codegen consistency
3 Months Ago
corrected Sail's CacheIsWindBlocked check to handle realmed colliders - tried batching this but there's not enough casts for it to be worth the overhead
3 Months Ago
boat engines don't apply force when boat isn't in water
3 Months Ago
merge from boat_better_shallow_water_behaviour
3 Months Ago
merge from naval_update
3 Months Ago
shallow water rebalance - better depth values for speed reduction and unbeaching behaviour - increased unbeaching accel, applies fraction of it upwards to separate better - increased turning torque by 50% and raised floor of its velocity scaling
3 Months Ago
including water depth in shallow water velocity scaling
3 Months Ago
merge from naval_update
3 Months Ago
merge from deepsea_height_data
3 Months Ago
undid temporary boat code, now using heightmap queries regularly
3 Months Ago
simple deepsea/mainland heightmap query split (5th iteration of it) - currently limited to positional queries, normalized coord queries map directly to mainland data still - also fixed issue with deepsea shorevectors where they weren't being rotated into worldspace properly and still pointed in localspace directions
3 Months Ago
rebaked tropical scene shore data to include heightmaps
3 Months Ago
correcting for height data normalization, denormalize with baked info and renormalize to current world size on application - lets us be consistent with how we interpret height data betweek deepsea and mainland
3 Months Ago
merge from naval_update
3 Months Ago
3 Months 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
3 Months Ago
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3 Months Ago
merge from boat_optims
3 Months Ago
merge from naval_update
3 Months Ago
switched HashSet to ListHashSet in BoatAI to get rid of enumerator alloc
3 Months Ago
removed some deeper profile markers from GJK, unnecessary overhead with little info
3 Months Ago
moved a BaseBoat waterlevel test down a level so unpowered boats don't check it for no reason
3 Months 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
3 Months Ago
corrected convar bounds
3 Months Ago
corrected physics bounds
3 Months Ago
merge from buoyancy_deepunderwater_fix
3 Months Ago
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
3 Months Ago
fixed clip check
3 Months Ago
stupid pooling fix
3 Months Ago
merge from ai_vehicle_clipping_check_optim
3 Months 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
3 Months Ago
merge from npc_PlayerSyncCycle_optim
3 Months Ago
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3 Months Ago
merge from boat_building
3 Months Ago
removed all the debug logs I forgot about
3 Months 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
3 Months Ago
merge from parenting_improvements
3 Months 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
3 Months Ago
merge from parenting_improvements - just the stairs parenting volume
3 Months Ago
gave boat stairs their own parenting trigger volume
3 Months Ago
pick up fuel when picking up boat engine
3 Months Ago
merge from boat_mountable_fixes