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729 Commits over 334 Days - 0.09cph!

5 Days Ago
merge from main
5 Days 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
6 Days Ago
merge from main
7 Days Ago
merge from main
7 Days Ago
rebalanced buoyancy flow movement scale for boogieboard and kayak so you can actually move away from the beach
15 Days Ago
merge from broadphase_revert
15 Days Ago
revert broadphase method to old settings
23 Days Ago
adjusted splat ignoremask to include ocean and lake (using pre-existing Sand topology mask)
23 Days Ago
re-balanced erosion splat values to be less intense, included oceanside and lakeside to ignore mask to avoid wiping out beaches with stones
23 Days Ago
merge from main
25 Days 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
26 Days Ago
erosion texture fixes - use proper splat types - rebalanced splat values to use exponents - don't splat monuments
27 Days 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
27 Days Ago
merge from main
28 Days Ago
merge from broadphase_abp
28 Days Ago
switched to automatic box pruning broadphase - local testing showed 47% improvement
30 Days Ago
remove unused watermap array from job
30 Days 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
30 Days Ago
merge from main
33 Days 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
35 Days 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
36 Days Ago
adjusted debug_erosion data dump to have resolution size in file name and also reference the data vis repo
36 Days 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
36 Days Ago
give sleeping player's BC setups a second to rest before pausing the simulation
36 Days Ago
merge from bc_sleeper_fix
36 Days Ago
re-tuned horse costume BC setup to be a bit let less noisy
36 Days Ago
disable bc sim on sleepers, bones reset optionally with ResetBonesOnDisable
37 Days Ago
merge from main
37 Days Ago
cleanup
37 Days Ago
merge from main
37 Days Ago
more tuning and correcting velocity adjustment
40 Days Ago
merge from main
40 Days Ago
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42 Days Ago
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42 Days Ago
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42 Days Ago
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42 Days Ago
▊▍▅▆▆ ▇ █▍▅▊▊▉▄ ▍▊▉█▌▋ █▅ ▄▊▆▇▋▋▍ ██▉▌ █▋█▋▆▆▊▅▄▊ ▍▍ ▉ ▄▋▌▋▄█▆▉▅ ▊▉▆ ▌▌▉▉█▉ ▋▄▋▅ ▇ █▌▆▅▆▊▇█▅▋▋ ▆▄-▍▆█▄▇ ▇▆▄▍ ▉█ ▇▄▉▊▅▆▍▌▍ ▇▇▌▋▆▄▍ (▋▅▇▉▅ ▉▉▊▅▅'▋ ▋█▌▆▉▇▌ ▋▅▄▋ ▇▍▋▍▇▊)
43 Days Ago
removed unnecessary NoAlias attribute
43 Days 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
46 Days 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
47 Days Ago
merge from main
48 Days Ago
erosion tuning and fixes
49 Days Ago
cherrypicking 115931 from erosion - topology sampling with radius moved to a burst job, brings GenerateShoreVector on craggy from ~73s to ~5s
49 Days 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
54 Days 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
54 Days Ago
merge from main
54 Days Ago
fixed editor-only memory leak when assemblies/domain are reloaded and scriptable objects aren't destroyed (but the native memory falls out underneath)
57 Days Ago
merge from main
57 Days Ago
merge from wheel_collider_optim
57 Days Ago
merge from main