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branchrust_reboot/main/buoyancy_optimizationcancel

13 Commits over 0 Days - ∞cph!

Today
merge from main
Today
Fix water collision jobs in buoyancy throwing exceptions due to temp allocator use.
Today
Further optimize GetBuoyancyWaterInfoBatched, let topology queries run in burst(no batch yet), batch water ignores.
Today
merge from main
Today
Code clean up
Yesterday
Batched Buoyancy is now functional, but still missing some code and needs more optimization: - Move buoyancy data into persistent arrays and reuse them. - Add convar for switching between batched/old buoyancy. - Add 3D positions for water info step. - Add Ocean Simulation.GetHeights span overloads for interop with native arrays. (they still need a XZ3D step, otherwise we'd use the native arrays directly - TODO later.) - Add GetBuoyancyWaterInfoBatched. (wip, missing entity fast paths for inside terrain/above water) - Shim Ocean simulation into WaterSystem.GetHeightArray_Native, it's already batched, works for now.
Yesterday
Still heavily wip, run the watermap jobs from burst.
Yesterday
Start tracking buoyancy components to track them, split batches into deepsea/mainland.
2 Days Ago
merge from main to fix playmode
2 Days Ago
update from main
3 Days Ago
WIP, it's getting annoying to drag these changes across branches: - Move a good chunk of buoyancy into burst. - Add burst methods for filling buoyancy point data arrays. - Introduce methods for running buoyancy in a batch rather than on every component separately.
3 Days Ago
Make terrain height and shore vector methods readonly to indicate that they're pure.
3 Days Ago
Add indexer to pooled array, add extension for copying managed arrays into native arrays. (intended for smaller collections)