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1,855 Commits over 852 Days - 0.09cph!

6 Hours Ago
3-solver mixed-BC setup on plague hazmat for testing
6 Hours Ago
debug tooling-
Today
first pass, experimenting
Yesterday
Renaming and retuning
Yesterday
setup plague hazmat skin targets
Yesterday
merge from PlagueHazmat_Improvements
Yesterday
wip procedural animation-target skin constraint
Yesterday
merge from main
2 Days Ago
merge from modulator_as_struct
3 Days Ago
replaced soundpooling for a readonly struct modulator, avoids all allocs and doesn't change any of the usage
3 Days Ago
fixed jenkinsfile using wrong param name for slack channels
4 Days Ago
merge from pipe_mesh_optim
4 Days Ago
compile fix
4 Days Ago
merge from pipe_mesh_optim
4 Days Ago
moved pipe mesh generation to use the MeshData native interfaces, including port of tangent calculation - virtually 0 main-thread cost now, almost all of the work is done on job threads
4 Days Ago
merge from bone_retarget_optim
4 Days Ago
pre-initialize found bones array with the extra bones that have already been moved as part of DoBoneRetargeting to avoid pointlessly recursive searching for them - much more impactful for things like hazmat skins that have a lot of extra bones for skirts - ~0.3ms now for BoneRetarget
4 Days Ago
revert accidental cloth asset change
4 Days Ago
optim bone retarget, cache the found bones on the first lod's search so following lods can just read the cache directly ~6.5ms -> ~1ms
8 Days Ago
merge from triangle_block_isvisible_fix - stops splash damage being applied to triangle floors and frames through walls in some cases
8 Days Ago
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8 Days Ago
enable for triangle frames and foundations as well
8 Days Ago
simplified 3-triangle closest point test to a single triangle for XZ and then clamping Y to the prismatic extents, more accurate and cheaper
8 Days Ago
merge from main
8 Days Ago
stronger recursion checks
9 Days Ago
aliases show in console autocomplete results
9 Days Ago
added `alias` command that works the same as input.bind but with a custom command name instead
9 Days Ago
corrected simulation space not being handled by held items
9 Days Ago
don't gather colliders if collision is disabled
10 Days Ago
various BC improvements - collision as proper capsules again - colliders interpolate for sub-steps - fixed accumulator issue that would appear after a big spike frame - fixed issue with simulation space not actually being a simulation space
10 Days Ago
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10 Days Ago
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10 Days Ago
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10 Days Ago
merge from procgen_optim
10 Days Ago
merge from main
14 Days Ago
short test to force the extremes of DecorComponents to ensure the bounds is correct with future changes - if this broke silently rocks would just fail to spawn or spawn where they shouldn't
14 Days Ago
cleanup
14 Days Ago
merge from main
15 Days Ago
use expanded decor component bounds to early out terrain filters cheaply in decor placement - saves 12s in coastal rocks, barely saves elsewhere - can only do this because we have a cheaper hierarchal query for topology of an area now
15 Days Ago
Process cliff uniform placement validity in parallel - takes another 29s off, still matching results before optims - pivot filters are tested in large batches of all candidates and re-tested if dirtied - per-candidate orientation checks are done in parallel for passing candidates
16 Days Ago
made costal cliffs take 2s instead of 34s by adding caching to the recursive search (maxed around 400KB memory at max) - falls back to recursive if the cache misses
16 Days Ago
improved monument placement - 13s faster - split tier check out to early exit as a first check and water check to run at the end - let distance checks exit early on the first monument it finds that's too close, reject behaviour is the same
16 Days Ago
replaced topology query job with direct call into burst compiled code via blittable UnsafeList<T>, the tiny job runbyref overhead adds up with the amount of queries we make - shaves another 22s off, which is ridiculous
16 Days Ago
merge from erosion_optim - ~22s faster on a 4000 map, overall savings now ~67s or ~18%
16 Days Ago
removed repeated check of 0 orientation on cliff placement where we'd check it on both sign flips across X and Z - cuts an additional 19.1s with matching results
16 Days Ago
hierarchal topology map - saved ~19.5s locally on a 4k procgen, identical results
21 Days Ago
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25 Days Ago
merge from main
25 Days Ago
handling deformation with building - deployables have configurable tolerance of error between current deformation and original height - foundations can cover small, but always place casted against the original height of the terrain, disallowed over deep carves
25 Days Ago
merge from sprint_shoot_anim_fix