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1,819 Commits over 852 Days - 0.09cph!

1 Year Ago
BurstClolth VM pass, just disabling collision and enabling ResetBonesOnDisable
1 Year Ago
better BC defaults, natural gravity and disabled collision
1 Year Ago
toggling BC with gesture beginning and ending on ViewModels when bone transform resetting is enabled on VM burstcloth controllers, this stops it flinging up in the at the end of a gesture when the VM moves 100 units upwards in a frame
1 Year Ago
scene2prefab millitary_tunnel_1 (no hlod)
1 Year Ago
adjusted terrain ignore volume
1 Year Ago
cherrypick 127820
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
scene2prefab millitary_tunnel_1
1 Year Ago
adjusted volumes near chimney entrance
1 Year Ago
support for EnvironmentVolumes with non-square spatial volume shapes to use Capsule/Sphere colliders
1 Year Ago
corrected solid capsule gizmo render position (still just draws two spheres though)
1 Year Ago
call init on vhacd Paramters props to get legit default values
1 Year Ago
merge from basesculpture_rpccleanup
1 Year Ago
fixed checks on sculpture access permissions on BaseSculpture server RPCs
1 Year Ago
batched projectiles handle cameraclip avoiding code for thrown projectiles
1 Year Ago
BaseRaidBenchmark - only create extra Client if one doesn't already exist, it's double ticking projectile effect processing and making it look worse than it is
1 Year Ago
merge from projectile_jobs
1 Year Ago
handle null localplayer properly for demo playback
1 Year Ago
merge from main
1 Year Ago
merge from dpv_bone_error
1 Year Ago
re-assigned model root to correct transform
1 Year Ago
merge from ambiencezone_nre_fix
1 Year Ago
check AmbienceManager instance is valid for AmbienceZone triggers (can NRE when leaving server)
1 Year Ago
don't serialize shoreVectorTexture
1 Year Ago
merge from projectile_jobs
1 Year Ago
fixed deferred schedule issue in OceanTrace path for when there is no water instance (basically just an issue in the Playground scene) adjusted batch sizes for ocean traces as deferred scheduling seems to act on the capacity of the entire list rather than the count
1 Year Ago
merge from projectile_jobs
1 Year Ago
ensure effect processing always runs for projectiles when none need updates (fixes projectiles hanging around until another is fired)
1 Year Ago
merge from projectile_jobs
1 Year Ago
server/none compile fix
1 Year Ago
cleaning up projectile TransformAccessArray properly
1 Year Ago
enabled batched projectiles by default
1 Year Ago
reduce initial capacity of the projectile stable index cache
1 Year Ago
removed BatchedWaterRays option and disabled codepath
1 Year Ago
corrected profile region name
1 Year Ago
replaced TraceWaterSpheres/TraceWaterRays with batched deferred version, scheduled with dependency on batched physics queries, so call to Complete will include both the queries and the water traces - GamePhysics.TraceBatched now runs 4 serial Commands->WaterTrace in parallel to eachother rather than completing all physics queries before doing water traces
1 Year Ago
added IJobParallelFor support to ScheduleParallel job extensions and fixed IJobFor which was just completely wrong
1 Year Ago
adjusted projectile ray generation jobs to not break initial HitTest setup into multiple jobs, ReadOnly jobs on the same TransformAccessArray seems to behave as if they cannot run in parallel to eachother (via combined dependencies) despite only require read access so Unity must be controlling this
1 Year Ago
added ScheduleParallel extension functions to handle sensible batch sizes automatically, this assumes that a reasonable batch size (64) is required before scheduling overhead beats any gains made with parallelism - if this isn't the case, such as for longrunning complex jobs working on a small number of items then you should control the batch size yourself
1 Year Ago
clarified water trace setup
1 Year Ago
Gather trace commands in a job, requires copying some data into a native container first but it's still twice as fast overall Test: projectile tests all still passing
1 Year Ago
fix server compile
1 Year Ago
clear benchmark timers after recording results, stops accumulating time between runs
1 Year Ago
cleanup profile region
1 Year Ago
jobified transform readback for effect updating, still slow to update scaled renderers though
1 Year Ago
pooling HitInfo for Projectile DoHit and don't string concat for every ricochet fx fire
1 Year Ago
moved most of HitTest generation to a transform job
1 Year Ago
further batched projectile improvemenets - jobified position/rotation writeback, 10x faster - adjusted HitTest to only populate some fields once for a projectile's lifetime (based on flag reset when it is pooled), some improvements Tests: all projectile tests passing
1 Year Ago
merge from main