459 Commits over 184 Days - 0.10cph!
merge cannon window clipping fix
Fix ballista mounting checks failing in reasonable/well grounded spots.
Fix cannons ignoring windows when checking line of sight.
merge small cannon fixes to main
Fix ballista null error spam.
Fix cannon left ground check being assigned incorrectly in the prefab.
Fix cannon ground checks being affected by ground.
Add `client.receivelatency` cvar to simulate latency/ping for debugging.
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merge back updated tropical1
Fix tropical1 floating: Offset everything by terrain + overgrowth, move prefab transform back to 0
Fix native grid crash from completely broken clamping, add tests for native grid.
Add buoyancy null checks to fix init errors when loading saves
Fix crash from unclamped indices when batch fetching flow directions.
Fix error from pasting dead boats, only update submerged states of filtered buoyancies.
Add cannon reload animations to the shared content bundle.
Bump up cannon health by 3x to 1000.
Fix camera clipping while aiming the cannon on a boat.
Add another query check for native grids. dont set water infos if queries dont find anything
Animate cannon fuse to show whether the cannon is loaded or not, keeping this as a backup.
Fix native grid crash with buoyancy batching enabled
Fix edge case with playable graphs already being setup when spawning a player model, immediately set isPlayableSetup rather than next frame.
Another burst compile error
merge back buoyancy_improvements.
shared static buffer size changed - pulling this changeset requires an editor restart.
Add readonly container for ocean simulation data to make parallel use a bit more sane, it was previously just disabling all read/write restictions.
Fix native grid not having a non unique add method like the managed version.
Fix performance degradation over time in buoyancy batching from growing point arrays, this basically prevented buoyancy from sleeping.
Sub array all buffers to let them shrink back down.
Fix error from trying to stop one shot animations when the player is already gone, for e.g. when exiting network range.
Attach cannon ball to hands when reloading cannons.
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.
Make NativeGrid cell size match the behaviour of the managed Grid<T>, fixes GetNode() fetching out of bounds nodes.
Use temp job allocators for deep water checks
Fix gestures not playing audio unless you play a different gesture, transition back to the entry state when ending a gesture. (playable graph quirk)
Reset playable graph state on disable to hopefully fix more pooling issues.
Reimplement deep water checks in batched buoyancy
Implement water volume checks for batched buoyancy, adds NativeGrid<T> (and an untested parallel version for later).
Make waterinfo blittable.
Move most of buoyancy writeback into burst, add burst batch access for flow direction.
Make buoyancy write back 10x faster, still needs to be bursted. Fix warnings from temp allocs that weren't needed at all.
Fix workshop player models not playing their animations.
Clear indicesToCheck list before reusing it for water collision ignores.
Fixes native crash from projectile batching, and buoyancy batching breaking after enabling the deepsea.
(Hopefully) Fix player animations sometimes being left in weird states because of pooling.
Clean up the way we release animation handles to make sure the input ports always get disconnected regardless of whether the handle is valid or not, release handles when pooling players.
Fix crash from accessing null playable graphs and playables when releasing animation handles.
Validate graphs when setting animation handle progress - fixes cannon reload error spam.
merge buoyancy batching progress to main, off by default. toggled by `buoyancy.use_batching`
Fix player models continuing to play animations in demos when paused.
Burst the rest of buoyancy, now the batched version is 2-3x faster than the original. Still missing some edge cases but its functional for boats.