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1,528 Commits over 730 Days - 0.09cph!

1 Year Ago
another pass on erosion spaltting - depeer gouges from erosion - less intense splatting of gravel generally - slope threshold to stop splatting onto larger flat sections at the bottom of hills - cliff avoidance to match previous behaviour
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
rebalanced buoyancy flow movement scale for boogieboard and kayak so you can actually move away from the beach
1 Year Ago
merge from broadphase_revert
1 Year Ago
revert broadphase method to old settings
1 Year Ago
adjusted splat ignoremask to include ocean and lake (using pre-existing Sand topology mask)
1 Year Ago
re-balanced erosion splat values to be less intense, included oceanside and lakeside to ignore mask to avoid wiping out beaches with stones
1 Year Ago
merge from main
1 Year Ago
switched splat writing to iterate heightmap delta and write splat with normalized coords - much better results, but needs jobifying as it's much slower
1 Year Ago
erosion texture fixes - use proper splat types - rebalanced splat values to use exponents - don't splat monuments
1 Year Ago
added splatmap writing to the end of the grid-based erosion, re-used approach from old particle-based solution but with re-tuned values - also rebalanced values again
1 Year Ago
merge from main
1 Year Ago
merge from broadphase_abp
1 Year Ago
switched to automatic box pruning broadphase - local testing showed 47% improvement
1 Year Ago
remove unused watermap array from job
1 Year Ago
switched initial map prepare job to IJobParallelForBatch to reduce locking with parallel writer (temp alloc list of indices and add to write as batch per-job) - also other various micro-optim
1 Year Ago
merge from main
1 Year Ago
erosion tuning and fixes - tweaked values again, bit more prominent - splitting slope calc into its own job with tiling for better caching - corrected error with flux calc where water was tending to flow in one direction
1 Year Ago
erosion adjustments - fixed evaporation rate being stupidly high - cache ocean indices on the start and refill the ocean each step, stops it seeping out the world border - smoothstep sediment adjustment with water depth and threshold to stop erosion from high velocity deep water - properly adjust water height by sediment adjustments
1 Year Ago
adjusted debug_erosion data dump to have resolution size in file name and also reference the data vis repo
1 Year Ago
uiPlayerPreview forces and removes LOD components in line with toggling burstcloth objects through broadcast - stops player preview having BurstControllers disabled due to distance from the player camera
1 Year Ago
give sleeping player's BC setups a second to rest before pausing the simulation
1 Year Ago
merge from bc_sleeper_fix
1 Year Ago
re-tuned horse costume BC setup to be a bit let less noisy
1 Year Ago
disable bc sim on sleepers, bones reset optionally with ResetBonesOnDisable
1 Year Ago
merge from main
1 Year Ago
cleanup
1 Year Ago
merge from main
1 Year Ago
more tuning and correcting velocity adjustment
1 Year Ago
merge from main
1 Year Ago
removed unnecessary NoAlias attribute
1 Year Ago
fixes and tuning improvements - corrected indexing mistakes that caused water to flow generally eastwards and slope angle to just be wrong - water height threshold to stop ocean eroding seafloor - sediment depositing uses timestep to help tuning be more consistent - cleanup
1 Year Ago
some aggressive optimizations to vectorize better, mostly switching out repeated inline coordinate->index operations with single int2x4 operation - makes a difference with the loop count we're looking at
1 Year Ago
merge from main
1 Year Ago
erosion tuning and fixes
1 Year Ago
cherrypicking 115931 from erosion - topology sampling with radius moved to a burst job, brings GenerateShoreVector on craggy from ~73s to ~5s
1 Year Ago
grid-based erosion improvements - much smaller timestep, stops patterns from shoddy integration forming - working with height in world-space and copying back - better job dependency handling - some disabled debug data dumping to help debug the process with python scripts
1 Year Ago
initial implementation of a grid-based hydraulic erosion system in the jobsystem - super fast - super wrong - needs a lot more parameter/constant tuning to get good results, but it's functioning
1 Year Ago
merge from main
1 Year Ago
fixed editor-only memory leak when assemblies/domain are reloaded and scriptable objects aren't destroyed (but the native memory falls out underneath)
1 Year Ago
merge from main
1 Year Ago
merge from wheel_collider_optim
1 Year Ago
merge from main
1 Year Ago
merge from backpack_refreshes_clothing_fix
1 Year Ago
using cached FixedString bone names to FindBones in job, removes alloc and significantly faster for setups that add a lot of bones to the skeleton
1 Year Ago
split container content hashes into deep and shallow, only used to determine if player clothing needs updating - using shallow for clothing so that backpack contents changing doesn't refresh all the clothing
1 Year Ago
small improvements/fixes to particle erosion setup - starting to look like a bad approach for us though
1 Year Ago
pretty dirty WIP approach to erosion in a job, needs cleanup and splat writing fixing
1 Year Ago
terrain topology radius samples run through burst job, even when called from other threads - 5000 size map without monuments, trains, roads takes 96s rather than 510s to generate, significant reduction in river layout and shore vector generation