useroctocancel

712 Commits over 304 Days - 0.10cph!

5 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.
6 Months Ago
merge from main
6 Months Ago
Code clean up
6 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.
6 Months Ago
Fix world model outlines not displaying when using skip domain reload.
6 Months Ago
Still heavily wip, run the watermap jobs from burst.
6 Months Ago
Start tracking buoyancy components to track them, split batches into deepsea/mainland.
6 Months Ago
merge from main to fix playmode
6 Months Ago
Fix playmode being broken due to outdated protobuf serializer or merge conflict. Make grid constructor parameters optional to support static field codegen.
6 Months Ago
update from main
6 Months Ago
merge boat perf optimizations to main
6 Months Ago
Use child entity count for MotionToggle cache invalidation.
6 Months Ago
Add parameterless constructor to Grid<T> to make it compatible with reset static fields code gen.
6 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.
6 Months Ago
Make terrain height and shore vector methods readonly to indicate that they're pure.
6 Months Ago
Add indexer to pooled array, add extension for copying managed arrays into native arrays. (intended for smaller collections)
6 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.
6 Months Ago
Fix leg animator causing the player model to clip through the camera in first person mode.
6 Months Ago
Fix `-nosteam` no longer working in editor. (Preferences -> Facepunch -> Disable platform services editor pref)
6 Months Ago
Add modified script for generating a list of Job Safe Unity APIs.
6 Months Ago
Fix odd cannonball loaded position, move it to the back of the barrel.
6 Months Ago
Stop reload sounds when dismounting the cannon, fix cannon barrel impact sounds.
6 Months Ago
Show toast for only being able to place cannons on player boats, Fix reload animation error spam on cannons from invalid playables.
6 Months Ago
Cherry pick fix for low fps cannon reloads on other players
6 Months Ago
Update ghostship parent volumes to be more accurate, which should fix players getting stuck when approaching ghostships on playerboats
6 Months Ago
Fix tropical1 having the wrong mesh collider assigned
6 Months Ago
Re-bake navmesh for all ghost ships to include hackable crate navmesh modifiers
6 Months Ago
Fix s2p failing on tropical4 when trying to pop terrains from an empty buffer list.
6 Months Ago
Rebake tropical4 mesh + s2p
6 Months Ago
Rebake tropical3 mesh + s2p
6 Months Ago
Rebake tropical2 mesh + s2p
6 Months Ago
Clean up mesh chunk folders + remove old versions
6 Months Ago
Rebake tropical1 mesh + s2p, set chunks/collider to terrain layer.
6 Months Ago
Update tropical4 chunks
6 Months Ago
Update tropical3 chunks
6 Months Ago
Add warning for missing spawn groups instead of just silencing them
6 Months Ago
Regenerate tropical2
6 Months Ago
Fix dwelling NRE causing deep sea islands to not spawn fully.
6 Months Ago
Null check reloaded sound for cannons
6 Months Ago
Add a tool to convert navmesh obstacles to modifier volumes, rebake all ghostship nav using volumes
6 Months Ago
Parent entities before initializing them
6 Months Ago
Update all ship trigger parent shapes to match the ship
6 Months Ago
Fix compile errors, re-enable navmesh obstacles on ships, disable navmesh surfaces on all the other ships