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1,528 Commits over 730 Days - 0.09cph!

1 Year Ago
corrected InitializeVelocity on projectile to keep Projectile performance test consistent between runs (increased run-count)
1 Year Ago
Optim: reduced unnecessary Transform reads in batched position/rotation update, also added AddRange(BufferList<>) function to BufferList to change to that for marginally faster loop speed Test: consistency tests passing with serial using old method still
1 Year Ago
Added extra sanity checks to projectile consistency testing
1 Year Ago
added missing effects update on batched projectiles and retiring into the prefab pool
1 Year Ago
clear static test field in pet-test teardown
1 Year Ago
cached native allocations, batched projectiles now save between 30% - 50% of the runtime compared to serialized in performance tests (gains increase with projectile count)
1 Year Ago
multiple significant fixes to GameTrace, new Projectile and GameTrace tests are passing but seeing a slight differences in projectile counts with performance test that's indicating some untested edgecases
1 Year Ago
initial pass on batched projectiles, functional except for LOS checks but failing consistency tests which needs more diagnosing - added batch support to multiple tests for comparison
1 Year Ago
reconfigured fluorescent ceiling light physics configuration - using configurable joints for better motion, small linear limit for better motion and positional drive on the Y to stop it flying through the ceiling - added toggle to reduce sleep threshold on CeilingLights - needs a line renderer setup to replace mesh cables
1 Year Ago
compile fix
1 Year Ago
merge from erosion
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
improved topology-based max carve height to produce a better gradient
1 Year Ago
tapering MaxCarveDelta off using multiple topology queries of different radii adjust sediment and waterheight values with carve limits so water and sediment are also corrected
1 Year Ago
merge from main
1 Year Ago
fixing erosion issues waterside and stripe artefacts - corrected slope angle calculation that was causing striped carving at low - introduced procedural carving limit that eliminates waterside carving and just limits max-depth elsewhere
1 Year Ago
moved some TerrainTopologyMap job utility methods into own class and also promoted local function to a static method, burst seems to hate local functions in this case
1 Year Ago
removed uneeded burst compatibility test attributes from methods, caused the owning class to be tested for burst compatibility
1 Year Ago
fixed editor-only memory leak in shorevectors that would happen with domain reload
1 Year Ago
merge from main
1 Year Ago
cleanup
1 Year Ago
moved heightmap carving part of erosion significantly sooner in the worldgen, post canyons/lakes but pre-rivers - simplest way to avoid affecting roads/rivers/etc too much was to just do it first and let them override the results - splatting still happens after all this, uses the original heightDelta for strength but the current slope delta for tapering
1 Year Ago
merge from main
1 Year Ago
added editor debug command to force refresh foliage grids / decor spawning / lod grids / etc. debug.forcerefreshlods
1 Year Ago
separated GridErosion heightmap carving from terrain splatting as two separate ProceduralComponent passes, gives more control to let rocks be placed nicely onto channelled terrain but then restrict splatting terrain onto them afterwards - also re-ordered GridErosion to be before small cliff hill rocks as these were the main cause of floating rocks
1 Year Ago
merge from ambiencewavesoundzone_null_fix
1 Year Ago
sanity check validity of AmbienceWaveSounds singleton when calling trigger callbacks, can be destroyed in some disconnect cases
1 Year Ago
2-week yolo merge from main
1 Year Ago
cleanup
1 Year Ago
removed some jungle procedural components from empty procedural map
1 Year Ago
jobified splatting, takes a big chunk off of processing time
1 Year Ago
moved order of erosion to be between cliff placement and medium rock formation placement to get better seated rock placement
1 Year Ago
rebalanced terrain splatting around snow and sand to not be massively too broad
1 Year Ago
debug command wrapped in proper infdef + codegen
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
separated splatting for sand and snow again, debug render command, cleanup
1 Year Ago
erosion changes - retuned erosion again to allow better channel carving, while maintaining control - new method for terrain splatting that relies on calculating delta gradients from erosion heightmap delta, allows control to paint thin channels without painting large flat sections
1 Year Ago
merge from main
1 Year Ago
merge from vehicle_trigger_damage_fixes
1 Year Ago
moved trigger catcher prefab out from autospawn directories so the server stops complaining about it
1 Year Ago
merge from vehicle_trigger_damage_fixes
1 Year Ago
missing prefab
1 Year Ago
configured LootContainer damage for modular cars and bikes
1 Year Ago
added simple trigger-compatible collider to barrels for vehicle damage, leaves original collider setup the same
1 Year Ago
added additional damage multiplier for LootContainer entities to TriggerHurtNoChild for vehicle damage
1 Year Ago
reduced jungling sapling health and wood yield to be inline with other biome saplings - lower health means cars run through them more naturally like in other biomes
1 Year Ago
merge from main
1 Year Ago
merge from main