1,345 Commits over 579 Days - 0.10cph!
removed stupid native -> managed -> native process that was happening, shore distance and vectors calculated as native and remain native
added normalized heightmap vis to baked ShoreVectorData
halved min/max of topology query radius range, now [8,16] mapped from heightmap range of [4,0]
- significant reduction in topology query cost, will need to test some procgen maps that water isn't now invisibile in some niche case
further improvements
- reuse positions and heightmap data from previous query in topology query, we were doing both twice
- moved topology radii gen, reading of topology, and processing into water mask into a set of 3 jobs scheduled under one handle and completed
initial step towards making proper shore vector generation fast enough to avoid blitting data for the deep sea
- Native DistanceField methods using jobs and burst
- jobified various other parts of the shore vector generation
- fixed batched HeighMap position query not using the deepsea data
- about a third of the previous runtime currently but still too slow
reworked shoredata blitting to handle rotated bounds properly and not clamp-extend outside pixels
merge from non_convex_col_cleanup
added comment comp to sign
large banner sign pole as convex hull set
beanbags as generated convex hull set
wooden window shutters as primitives
merge from bot_sleeptarget_collider_fix
force sleeping bots to refresh collider size when being removed from the BotColliderWorkQueue, catches edge case for using sleeptarget on spawned bot players
merge from boat_optim_pass
cleaned up ApplyCorrectionForces a bit
removed another deeper nested duped IsValid check on the entity
remove duplicated unity-null check in StorageFuelSystem, replaced with IsRealNull usage as GetFuelContainer ensures entityref returns a valid result or true null
switched GetWaterSurface for GetWaterLevel in BaseBoat correction forces
removed ClampThrustForcesToPlane option that we never used, removed some pointless plane usage
reject player boat push from ladder
merge from better_steeringwheel_clipping
- compile fix
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merge from better_steeringwheel_clipping
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merge from deepsea_heightmap_clearing_fix
clear deepsea heightmap data properly and centralized deepsea terrain data clearing in the manager
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Switched server to custom build 2022.3.41x1
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initial reduction: 16->8 metal, 14->13 wood
fixed an issue where you couldn't actually do finely controlled modifications, moving the brush too slowly actually counted as not having moved the brush at all - significantly easier to make small modifications now and it feels more fluid
made burst-friendly interface for SDF Modifiers to make adding more easier, job uses generic but it always has an explicit typed usage
merge from better_smoothing
hooked smoothing up to brush hardness in the GUI re-mapping 0-1 values to sane internal values
code support for SmoothMin and SmoothMax to allow per-modifier smoothing to be applied (using as a standin for brush hardness or smoothing)
moved ice block to Deployed layer
removed old movement/bullet blocker setup and other cleanup
stopped some unecessary cube marching enqueues when placed
corrected mesh ID used for physics mesh bake, also kick off the async bake jobs with ScheduleBatchedJobs for sanity as we want them to start asap to reduce the chance of them still needing to finish work when they are completed in the next FixedUpdate
fixed wrong physics mesh assignment and server compile errors
separate collision mesh generation from visual, still works assigning the same mesh to both
- lets us have consistent collision between censoredsigns being enabled/disabled
experimenting with disabling Physics.autoTransformSync during the mountables VehicleFixedUpdate - would likely have some consequences, but there's too many cases to easily test
merge from boat_wall_trigger_improvements