userGriglercancel

886 Commits over 426 Days - 0.09cph!

4 Months Ago
added simple trigger-compatible collider to barrels for vehicle damage, leaves original collider setup the same
4 Months Ago
added additional damage multiplier for LootContainer entities to TriggerHurtNoChild for vehicle damage
4 Months 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
4 Months Ago
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4 Months Ago
merge from main
4 Months Ago
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4 Months Ago
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4 Months Ago
merge from main
4 Months 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
4 Months Ago
merge from main
4 Months Ago
merge from main
4 Months Ago
rebalanced buoyancy flow movement scale for boogieboard and kayak so you can actually move away from the beach
4 Months Ago
merge from broadphase_revert
4 Months Ago
revert broadphase method to old settings
5 Months Ago
adjusted splat ignoremask to include ocean and lake (using pre-existing Sand topology mask)
5 Months Ago
re-balanced erosion splat values to be less intense, included oceanside and lakeside to ignore mask to avoid wiping out beaches with stones
5 Months Ago
merge from main
5 Months 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
5 Months Ago
erosion texture fixes - use proper splat types - rebalanced splat values to use exponents - don't splat monuments
5 Months 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
5 Months Ago
merge from main
5 Months Ago
merge from broadphase_abp
5 Months Ago
switched to automatic box pruning broadphase - local testing showed 47% improvement
5 Months Ago
remove unused watermap array from job
5 Months 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
5 Months Ago
merge from main
5 Months 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
5 Months 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
5 Months Ago
adjusted debug_erosion data dump to have resolution size in file name and also reference the data vis repo
5 Months 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
5 Months Ago
give sleeping player's BC setups a second to rest before pausing the simulation
5 Months Ago
merge from bc_sleeper_fix
5 Months Ago
re-tuned horse costume BC setup to be a bit let less noisy
5 Months Ago
disable bc sim on sleepers, bones reset optionally with ResetBonesOnDisable
5 Months Ago
merge from main
5 Months Ago
cleanup
5 Months Ago
merge from main
5 Months Ago
more tuning and correcting velocity adjustment
5 Months Ago
merge from main
5 Months Ago
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5 Months Ago
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5 Months Ago
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5 Months Ago
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5 Months Ago
▊▍▅▆▆ ▇ █▍▅▊▊▉▄ ▍▊▉█▌▋ █▅ ▄▊▆▇▋▋▍ ██▉▌ █▋█▋▆▆▊▅▄▊ ▍▍ ▉ ▄▋▌▋▄█▆▉▅ ▊▉▆ ▌▌▉▉█▉ ▋▄▋▅ ▇ █▌▆▅▆▊▇█▅▋▋ ▆▄-▍▆█▄▇ ▇▆▄▍ ▉█ ▇▄▉▊▅▆▍▌▍ ▇▇▌▋▆▄▍ (▋▅▇▉▅ ▉▉▊▅▅'▋ ▋█▌▆▉▇▌ ▋▅▄▋ ▇▍▋▍▇▊)
5 Months Ago
removed unnecessary NoAlias attribute
5 Months 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
5 Months 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
5 Months Ago
merge from main
6 Months Ago
erosion tuning and fixes
6 Months Ago
cherrypicking 115931 from erosion - topology sampling with radius moved to a burst job, brings GenerateShoreVector on craggy from ~73s to ~5s