508 Commits over 183 Days - 0.12cph!
initial 2D grid for avoiding Physics checks against WaterVisibilityTrigger
- Simple BitArray for static, brute-force through dynamics due to tiny count
- train tunnel trigger volumes limit the usefulness of this, next step is splitting world-Y into very small number of cells
Properly handle origin/simspace delta accumulation when BurstCloth is re-enabled
BurstCloth - optionally allow bone transforms to reset when disabled
- also removed transform reset when re-enabled, only caused a weird jump in behaviour
merge from frontier_hazmzat_cloth_fixes
adjusted frontier_hazmats BC MaxOriginDeltas to roughly enclose character - massively helps cloth resolve when mounting and stops odd behaviour at high noclip speeds
BurstCloth Stability
- made max origin delta configurable (default value is the same as the old hardcoded one)
- origin and simspace deltas accumulated and cleared when sim job is scheduled, this was the main cause of most small explosions in cloth behaviour
Don't show monument block radius for DPV
tweaked hatchet cloth settings for better stabilitity
- upped damping and constraint iterations
initial pass on burstcloth setup for VM not using VM renderer
merge from wortld_update_2/dpv_fixes
DPV socket excludes artifical water
- InWater socket mod allows exclusion of artifical water
- added separate error when socket requires a body of water
Water volumes report correct overallDepth from WaterInfo
- measured against the bottom of the volume or a cut-off plane
merge from world_update_2
separated client/server compile fix for DPV
DPV requires fuels storage to be empty before you can pick it up
- server sends an additional fuel info update when fuel storage inventory has an item removed/added (stack count change doesn't trigger this)
DPV uses correct WaterLevel test for getting player WaterFactor
merge from line_functions
corrected closest points function
aggressive distance culling for cloth on cny_spear
switched out prefab CompareTo to explicit implementation to avoid boxing
post-merge waterinfo query fix
merge DPV->world_update_2
Undo meta guid changes on wallpaper textures from previous merges
merge FrontierHazmat->world_update_2
merge main->FrontierHazmat
merge from FrontierHazmat/BurstCloth
3D Line-Line distance and closest point(s) utils
corrected skin constraint update maths
- added skin constraint gizmos
burst cloth
- moved skin constraint updates to IJobParallelForTransform to stop mainthread waiting for previous jobs (even though we only need read-only access, it doesn't know that)
- fixed retrieval of bone data for player preview case
reduced max placement distance on DPV
- ran socket rename
added skin constraints to left him as well
burstcloth - made skin constraint editing less messy
burstcloth - added skin constraints to allow explicit separation from defined points on skinned mesh without needing projected collision
- works alongside collision constraints, but allows solving explicit issues like knee clipping without having to rely fully on it
- applied to hazmat prefab, also reset bone positions
merge from FrontierHazmat/burst_cloth
burstcloth
- fixed siblings applying too much force as they were being iterated twice in different directions (this was increasingly unstable with higher numbers of substeps and constraint iterations)
made burstcloth large collision response pruning optional
configured prefab for cloth collision adjustment
- tunic bone chains also lifted up
added field to burstcloth to control how the collision rays are projected towards the origin
split DPV into client/server/shared files
Hooked up fuel and health flashing warning lights
- they sync up if they're both activated
hooked up speedometer and fuel ticks
hitching
- easing in break force over short number of frames to let it break easier after initial hitching
- set hitching flag on attached entity
- horse modifies speed with prescense of hitch flag
hitching tweaks
- project hitch joint
- move ridable queue processing to fixed update