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503 Commits over 215 Days - 0.10cph!

29 Days Ago
merge back updated tropical1
29 Days Ago
Fix tropical1 floating: Offset everything by terrain + overgrowth, move prefab transform back to 0
29 Days Ago
Rebake trop1
31 Days 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
31 Days Ago
Fix crash from unclamped indices when batch fetching flow directions.
37 Days Ago
Fix error from pasting dead boats, only update submerged states of filtered buoyancies.
37 Days Ago
Add cannon reload animations to the shared content bundle.
37 Days Ago
Bump up cannon health by 3x to 1000. Fix camera clipping while aiming the cannon on a boat.
37 Days Ago
Add another query check for native grids. dont set water infos if queries dont find anything
37 Days Ago
Animate cannon fuse to show whether the cannon is loaded or not, keeping this as a backup.
37 Days Ago
Allow repairing cannons
38 Days Ago
Fix native grid crash with buoyancy batching enabled
39 Days Ago
merge anim fix to main
39 Days Ago
Fix edge case with playable graphs already being setup when spawning a player model, immediately set isPlayableSetup rather than next frame.
41 Days Ago
Last compile fix, tm.
42 Days Ago
Another burst compile error
42 Days Ago
Fix burst compile error
42 Days Ago
merge back buoyancy_improvements. shared static buffer size changed - pulling this changeset requires an editor restart.
42 Days 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.
42 Days Ago
Fix native grid not having a non unique add method like the managed version.
42 Days 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.
43 Days Ago
Fix error from trying to stop one shot animations when the player is already gone, for e.g. when exiting network range.
43 Days Ago
Attach cannon ball to hands when reloading cannons.
44 Days Ago
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.
44 Days Ago
Make NativeGrid cell size match the behaviour of the managed Grid<T>, fixes GetNode() fetching out of bounds nodes.
44 Days Ago
Use temp job allocators for deep water checks
44 Days Ago
merge from main
44 Days 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.
46 Days Ago
Reimplement deep water checks in batched buoyancy
49 Days Ago
Implement water volume checks for batched buoyancy, adds NativeGrid<T> (and an untested parallel version for later). Make waterinfo blittable.
49 Days Ago
Fix skip domain reload
49 Days Ago
Move most of buoyancy writeback into burst, add burst batch access for flow direction.
50 Days Ago
Make buoyancy write back 10x faster, still needs to be bursted. Fix warnings from temp allocs that weren't needed at all.
50 Days Ago
Fix workshop player models not playing their animations.
51 Days Ago
Clear indicesToCheck list before reusing it for water collision ignores. Fixes native crash from projectile batching, and buoyancy batching breaking after enabling the deepsea.
51 Days Ago
(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.
51 Days Ago
Fix crash from accessing null playable graphs and playables when releasing animation handles.
51 Days Ago
Validate graphs when setting animation handle progress - fixes cannon reload error spam.
52 Days Ago
merge buoyancy batching progress to main, off by default. toggled by `buoyancy.use_batching`
52 Days Ago
merge from main
52 Days Ago
merge from main
53 Days Ago
Fix player models continuing to play animations in demos when paused.
3 Months Ago
merge from main
3 Months Ago
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.
3 Months Ago
Remove flow map from shared burst data, I forgot to undo this change earlier.
3 Months Ago
- Reuse list buffer in water collision checks. - Add shared static accessor to TerrainMeta to access terrain position/size from burst. - Make more buoyancy native arrays persistent, reuse them. (temp job allocs seem a lot heavier than just temp allocs.) - Make GetFlowDirection easier to access from burst, not yet burst compiled - Burst compile GetBuoyancyWaterInfoBatched, temporarily remove deep underwater checks from it, we'll move deep water checks to a different code path. Things seem functional, but only slightly faster than the non batched version. A lot of terrain data access still isn't batched.
3 Months Ago
merge from main
3 Months Ago
Fix water collision jobs in buoyancy throwing exceptions due to temp allocator use.
3 Months Ago
Further optimize GetBuoyancyWaterInfoBatched, let topology queries run in burst(no batch yet), batch water ignores.
3 Months Ago
merge from main