useroctocancel

465 Commits over 215 Days - 0.09cph!

32 Days Ago
merge buoyancy batching progress to main, off by default. toggled by `buoyancy.use_batching`
32 Days Ago
merge from main
32 Days Ago
merge from main
33 Days Ago
Fix player models continuing to play animations in demos when paused.
57 Days Ago
merge from main
57 Days 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.
57 Days Ago
Remove flow map from shared burst data, I forgot to undo this change earlier.
57 Days 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.
58 Days Ago
merge from main
58 Days Ago
Fix water collision jobs in buoyancy throwing exceptions due to temp allocator use.
58 Days Ago
Further optimize GetBuoyancyWaterInfoBatched, let topology queries run in burst(no batch yet), batch water ignores.
58 Days Ago
merge from main
58 Days Ago
Code clean up
58 Days 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.
58 Days Ago
Fix world model outlines not displaying when using skip domain reload.
58 Days Ago
Still heavily wip, run the watermap jobs from burst.
58 Days Ago
Start tracking buoyancy components to track them, split batches into deepsea/mainland.
59 Days Ago
merge from main to fix playmode
59 Days Ago
Fix playmode being broken due to outdated protobuf serializer or merge conflict. Make grid constructor parameters optional to support static field codegen.
59 Days Ago
update from main
59 Days Ago
merge boat perf optimizations to main
59 Days Ago
Use child entity count for MotionToggle cache invalidation.
60 Days Ago
Add parameterless constructor to Grid<T> to make it compatible with reset static fields code gen.
60 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.
60 Days Ago
Make terrain height and shore vector methods readonly to indicate that they're pure.
60 Days Ago
Add indexer to pooled array, add extension for copying managed arrays into native arrays. (intended for smaller collections)
60 Days Ago
Replace broadcast motion with a cached version (staggered update every 60f), reduces Client.Update from 4.5ms~ back to 1ms~ with 15 boats.
2 Months Ago
Fix leg animator causing the player model to clip through the camera in first person mode.
2 Months Ago
Fix `-nosteam` no longer working in editor. (Preferences -> Facepunch -> Disable platform services editor pref)
2 Months Ago
Add modified script for generating a list of Job Safe Unity APIs.
2 Months Ago
Fix odd cannonball loaded position, move it to the back of the barrel.
2 Months Ago
Stop reload sounds when dismounting the cannon, fix cannon barrel impact sounds.
2 Months Ago
Show toast for only being able to place cannons on player boats, Fix reload animation error spam on cannons from invalid playables.
2 Months Ago
Cherry pick fix for low fps cannon reloads on other players
2 Months Ago
Update ghostship parent volumes to be more accurate, which should fix players getting stuck when approaching ghostships on playerboats
2 Months Ago
Fix tropical1 having the wrong mesh collider assigned
2 Months Ago
Re-bake navmesh for all ghost ships to include hackable crate navmesh modifiers
2 Months Ago
Fix s2p failing on tropical4 when trying to pop terrains from an empty buffer list.
2 Months Ago
Rebake tropical4 mesh + s2p
2 Months Ago
Rebake tropical3 mesh + s2p
2 Months Ago
Rebake tropical2 mesh + s2p
2 Months Ago
Clean up mesh chunk folders + remove old versions
2 Months Ago
Rebake tropical1 mesh + s2p, set chunks/collider to terrain layer.
2 Months Ago
Update tropical4 chunks
2 Months Ago
Update tropical3 chunks
2 Months Ago
Add warning for missing spawn groups instead of just silencing them
2 Months Ago
Regenerate tropical2
2 Months Ago
Fix dwelling NRE causing deep sea islands to not spawn fully.
2 Months Ago
Null check reloaded sound for cannons
2 Months Ago
Add a tool to convert navmesh obstacles to modifier volumes, rebake all ghostship nav using volumes