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912 Commits over 396 Days - 0.10cph!

6 Months Ago
Move cannon hit checking to TakeDamage, balance cannon slowdown so that its actually noticeable (0.7->0.3)
6 Months Ago
Remove "Disable Platform Services" from iteration speed editor menu, it breaks way too often while other settings are generally safe to use.
6 Months Ago
Add cvar for controlling cannon hit slowdown on boats
6 Months Ago
update from main
6 Months Ago
Slow down player boats when after being hit by cannons.
6 Months Ago
Add protection for mounted cannon users (50% to all for now)
6 Months Ago
merge nre_fix back to main
6 Months Ago
Fix buoyancy batching throwing errors in scenes without a water system/ocean sim.
6 Months Ago
Fix buoyancy submerged states being incorrect while batching. Slight perf improvement from no longer calling submerged callbacks for no reason. (thanks BlackLightning)
7 Months Ago
Remove scaled fuse animation time. Fix curve for fuse burn material being scaled to the original 3s.
7 Months Ago
Change original fuse animation time to 1s to fix animation timescaling.
7 Months Ago
Add fuse burn animation to cannon firing. Retarget new fuse mesh to old fuse bones. Toggle fuse depending on loaded state. (this might be unnecessary.)
7 Months Ago
Add sidechecks to cannons to fix being able to rotate into no longer mountable spots.
7 Months Ago
Default buoyancy batching to on.
7 Months Ago
Fix cannon handle spinning with buoyancy.
7 Months Ago
merge cannon window clipping fix
7 Months Ago
Fix ballista mounting checks failing in reasonable/well grounded spots. Fix cannons ignoring windows when checking line of sight.
7 Months Ago
merge small cannon fixes to main
7 Months Ago
Fix ballista null error spam. Fix cannon left ground check being assigned incorrectly in the prefab. Fix cannon ground checks being affected by ground.
7 Months Ago
Add `client.receivelatency` cvar to simulate latency/ping for debugging.
7 Months Ago
merge back updated tropical1
7 Months Ago
Fix tropical1 floating: Offset everything by terrain + overgrowth, move prefab transform back to 0
7 Months Ago
Rebake trop1
7 Months Ago
Fix native grid crash from completely broken clamping, add tests for native grid. Add buoyancy null checks to fix init errors when loading saves
7 Months Ago
Fix crash from unclamped indices when batch fetching flow directions.
7 Months Ago
Fix error from pasting dead boats, only update submerged states of filtered buoyancies.
7 Months Ago
Add cannon reload animations to the shared content bundle.
7 Months Ago
Bump up cannon health by 3x to 1000. Fix camera clipping while aiming the cannon on a boat.
7 Months Ago
Add another query check for native grids. dont set water infos if queries dont find anything
7 Months Ago
Animate cannon fuse to show whether the cannon is loaded or not, keeping this as a backup.
7 Months Ago
Allow repairing cannons
7 Months Ago
Fix native grid crash with buoyancy batching enabled
7 Months Ago
merge anim fix to main
7 Months Ago
Fix edge case with playable graphs already being setup when spawning a player model, immediately set isPlayableSetup rather than next frame.
7 Months Ago
Last compile fix, tm.
7 Months Ago
Another burst compile error
7 Months Ago
Fix burst compile error
7 Months Ago
merge back buoyancy_improvements. shared static buffer size changed - pulling this changeset requires an editor restart.
7 Months Ago
Add readonly container for ocean simulation data to make parallel use a bit more sane, it was previously just disabling all read/write restictions.
7 Months Ago
Fix native grid not having a non unique add method like the managed version.
7 Months Ago
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.
7 Months Ago
Fix error from trying to stop one shot animations when the player is already gone, for e.g. when exiting network range.
7 Months Ago
Attach cannon ball to hands when reloading cannons.
7 Months Ago
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.
7 Months Ago
Make NativeGrid cell size match the behaviour of the managed Grid<T>, fixes GetNode() fetching out of bounds nodes.
7 Months Ago
Use temp job allocators for deep water checks
7 Months Ago
merge from main
7 Months Ago
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.
7 Months Ago
Reimplement deep water checks in batched buoyancy
7 Months Ago
Implement water volume checks for batched buoyancy, adds NativeGrid<T> (and an untested parallel version for later). Make waterinfo blittable.