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520 Commits over 243 Days - 0.09cph!

2 Months Ago
Fix workshop player models not playing their animations.
2 Months 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.
2 Months 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.
2 Months Ago
Fix crash from accessing null playable graphs and playables when releasing animation handles.
2 Months Ago
Validate graphs when setting animation handle progress - fixes cannon reload error spam.
2 Months Ago
merge buoyancy batching progress to main, off by default. toggled by `buoyancy.use_batching`
2 Months Ago
merge from main
2 Months Ago
merge from main
2 Months 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
3 Months Ago
Code clean up
3 Months Ago
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.
3 Months Ago
Fix world model outlines not displaying when using skip domain reload.
3 Months Ago
Still heavily wip, run the watermap jobs from burst.
3 Months Ago
Start tracking buoyancy components to track them, split batches into deepsea/mainland.
3 Months Ago
merge from main to fix playmode
3 Months Ago
Fix playmode being broken due to outdated protobuf serializer or merge conflict. Make grid constructor parameters optional to support static field codegen.
3 Months Ago
update from main
3 Months Ago
merge boat perf optimizations to main
3 Months Ago
Use child entity count for MotionToggle cache invalidation.
3 Months Ago
Add parameterless constructor to Grid<T> to make it compatible with reset static fields code gen.
3 Months 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 Months Ago
Make terrain height and shore vector methods readonly to indicate that they're pure.
3 Months Ago
Add indexer to pooled array, add extension for copying managed arrays into native arrays. (intended for smaller collections)
3 Months Ago
Replace broadcast motion with a cached version (staggered update every 60f), reduces Client.Update from 4.5ms~ back to 1ms~ with 15 boats.
3 Months Ago
Fix leg animator causing the player model to clip through the camera in first person mode.
3 Months Ago
Fix `-nosteam` no longer working in editor. (Preferences -> Facepunch -> Disable platform services editor pref)
4 Months Ago
Add modified script for generating a list of Job Safe Unity APIs.
4 Months Ago
Fix odd cannonball loaded position, move it to the back of the barrel.
4 Months Ago
Stop reload sounds when dismounting the cannon, fix cannon barrel impact sounds.
4 Months Ago
Show toast for only being able to place cannons on player boats, Fix reload animation error spam on cannons from invalid playables.
4 Months Ago
Cherry pick fix for low fps cannon reloads on other players
4 Months Ago
Update ghostship parent volumes to be more accurate, which should fix players getting stuck when approaching ghostships on playerboats
4 Months Ago
Fix tropical1 having the wrong mesh collider assigned
4 Months Ago
Re-bake navmesh for all ghost ships to include hackable crate navmesh modifiers
4 Months Ago
Fix s2p failing on tropical4 when trying to pop terrains from an empty buffer list.
4 Months Ago
Rebake tropical4 mesh + s2p
4 Months Ago
Rebake tropical3 mesh + s2p
4 Months Ago
Rebake tropical2 mesh + s2p
4 Months Ago
Clean up mesh chunk folders + remove old versions
4 Months Ago
Rebake tropical1 mesh + s2p, set chunks/collider to terrain layer.
4 Months Ago
Update tropical4 chunks
4 Months Ago
Update tropical3 chunks