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691 Commits over 304 Days - 0.09cph!

4 Months Ago
merge anim fix to main
4 Months Ago
Fix edge case with playable graphs already being setup when spawning a player model, immediately set isPlayableSetup rather than next frame.
4 Months Ago
Last compile fix, tm.
4 Months Ago
Another burst compile error
4 Months Ago
Fix burst compile error
4 Months Ago
merge back buoyancy_improvements. shared static buffer size changed - pulling this changeset requires an editor restart.
4 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.
4 Months Ago
Fix native grid not having a non unique add method like the managed version.
4 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.
4 Months Ago
Fix error from trying to stop one shot animations when the player is already gone, for e.g. when exiting network range.
4 Months Ago
Attach cannon ball to hands when reloading cannons.
4 Months Ago
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.
4 Months Ago
Make NativeGrid cell size match the behaviour of the managed Grid<T>, fixes GetNode() fetching out of bounds nodes.
4 Months Ago
Use temp job allocators for deep water checks
4 Months Ago
merge from main
4 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.
4 Months Ago
Reimplement deep water checks in batched buoyancy
4 Months Ago
Implement water volume checks for batched buoyancy, adds NativeGrid<T> (and an untested parallel version for later). Make waterinfo blittable.
4 Months Ago
Fix skip domain reload
4 Months Ago
Move most of buoyancy writeback into burst, add burst batch access for flow direction.
4 Months Ago
Make buoyancy write back 10x faster, still needs to be bursted. Fix warnings from temp allocs that weren't needed at all.
4 Months Ago
Fix workshop player models not playing their animations.
4 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.
4 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.
4 Months Ago
Fix crash from accessing null playable graphs and playables when releasing animation handles.
4 Months Ago
Validate graphs when setting animation handle progress - fixes cannon reload error spam.
4 Months Ago
merge buoyancy batching progress to main, off by default. toggled by `buoyancy.use_batching`
4 Months Ago
merge from main
4 Months Ago
merge from main
4 Months Ago
Fix player models continuing to play animations in demos when paused.
5 Months Ago
merge from main
5 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.
5 Months Ago
Remove flow map from shared burst data, I forgot to undo this change earlier.
5 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.
5 Months Ago
merge from main
5 Months Ago
Fix water collision jobs in buoyancy throwing exceptions due to temp allocator use.
5 Months Ago
Further optimize GetBuoyancyWaterInfoBatched, let topology queries run in burst(no batch yet), batch water ignores.
5 Months Ago
merge from main
5 Months Ago
Code clean up
5 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.
5 Months Ago
Fix world model outlines not displaying when using skip domain reload.
5 Months Ago
Still heavily wip, run the watermap jobs from burst.
5 Months Ago
Start tracking buoyancy components to track them, split batches into deepsea/mainland.
5 Months Ago
merge from main to fix playmode
5 Months Ago
Fix playmode being broken due to outdated protobuf serializer or merge conflict. Make grid constructor parameters optional to support static field codegen.
5 Months Ago
update from main
5 Months Ago
merge boat perf optimizations to main
5 Months Ago
Use child entity count for MotionToggle cache invalidation.
5 Months Ago
Add parameterless constructor to Grid<T> to make it compatible with reset static fields code gen.
5 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.