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886 Commits over 426 Days - 0.09cph!

2 Months 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)
2 Months 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
2 Months 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
2 Months 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
2 Months Ago
compile fix
2 Months Ago
merge from erosion
2 Months Ago
merge from main
2 Months Ago
merge from main
2 Months Ago
merge from main
2 Months Ago
improved topology-based max carve height to produce a better gradient
2 Months Ago
merge from erosion
2 Months 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
2 Months Ago
merge from main
2 Months Ago
merge from erosion
2 Months 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
3 Months 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
3 Months Ago
merge from erosion
3 Months Ago
merge from erosion (burst aot fixes)
3 Months Ago
removed uneeded burst compatibility test attributes from methods, caused the owning class to be tested for burst compatibility
3 Months Ago
fixed editor-only memory leak in shorevectors that would happen with domain reload
3 Months Ago
merge from erosion
3 Months Ago
merge from main
3 Months Ago
cleanup
3 Months 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
3 Months Ago
merge from main
3 Months Ago
added editor debug command to force refresh foliage grids / decor spawning / lod grids / etc. debug.forcerefreshlods
3 Months 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
3 Months Ago
merge from ambiencewavesoundzone_null_fix
3 Months Ago
sanity check validity of AmbienceWaveSounds singleton when calling trigger callbacks, can be destroyed in some disconnect cases
3 Months Ago
2-week yolo merge from main
3 Months Ago
cleanup
3 Months Ago
removed some jungle procedural components from empty procedural map
3 Months Ago
jobified splatting, takes a big chunk off of processing time
3 Months Ago
merge from erosion
3 Months Ago
moved order of erosion to be between cliff placement and medium rock formation placement to get better seated rock placement
3 Months Ago
merge from erosion
3 Months Ago
rebalanced terrain splatting around snow and sand to not be massively too broad
3 Months Ago
merge from erosion
3 Months Ago
debug command wrapped in proper infdef + codegen
3 Months Ago
merge from main
3 Months Ago
aux rebase
3 Months Ago
merge from main
3 Months Ago
separated splatting for sand and snow again, debug render command, cleanup
3 Months 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
4 Months Ago
merge from main
4 Months Ago
merge from vehicle_trigger_damage_fixes
4 Months Ago
moved trigger catcher prefab out from autospawn directories so the server stops complaining about it
4 Months Ago
merge from vehicle_trigger_damage_fixes
4 Months Ago
missing prefab
4 Months Ago
configured LootContainer damage for modular cars and bikes