userDaniel Pcancel
branchrust_reboot/main/hackweek_procgen_asynccancel

8 Commits over 0 Days - ∞cph!

59 Minutes Ago
Update: hooking up gameobject spawning to async load logic - Contains a bunch of testing code used for profiling, will clean up in next update Needs a bit of rework to ensure both the orignal flow and new flow can work together. Tests: ran procgen
1 Hour Ago
Bugfix: fix out of bounds access during prefab shuffling Tests: ran procgen, no exceptions
3 Hours Ago
Update: implement missing logic for both GatherAssets and Process - GatherAssets now respects all relevant settings and sorts paths - implemented Process that works on a batch of objects Tests: only GatherAssets has been checked (confirmed reduction of assets due to config use)
3 Hours Ago
Update: exposing prefab preprocesing from GameManager Tests: none, simple change
3 Hours Ago
Update: List and Array Shuffle range overloads Tests: none, trivial code
5 Hours Ago
Optim: replace prefab search logic with editor manifest lookups - commented out a bunch of code for quicker iteration, wil lrevert later - doesn't account for monument duplication/probability Significantly faster because we don't load any assets in the process - goes from 30s+ down to 15ms Test: tried to procgen default editor map
5 Hours Ago
Update: Sort editor manifest by path Allows to do faster lookups Tests: ran in the editor
Today
Update: initial work on parallelizing prefab loading during editor procgen Loads too quickly(0.2s instead of 90) - I feel like it only loads the root-level gameobject, instead of the entire hierarchy. Will continue later. Tests: ran it once, got some telemetry, but already certain it's wrong.