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1,517 Commits over 730 Days - 0.09cph!

3 Days Ago
merge from main
3 Days Ago
got ui2 sculpture admin panel working
3 Days Ago
disable hit-guide shadow casting
3 Days Ago
dev rock mat
3 Days Ago
fixed rock sculpture turning into ice on pickup
3 Days Ago
on-deploy default data fix
3 Days Ago
minimal rock sculpture prefab setup
3 Days Ago
buffer missuse fixes
4 Days Ago
axisFromEdge lookup instead of computing it from the stride
4 Days Ago
array length correction
4 Days Ago
edges identified with a unique key and generate vertices coherently, replaces hashing with direct indexing so it's 2x faster again
4 Days Ago
merge from main
5 Days Ago
switched triangle stream for just an edge stream, gives burst a cleaner loop so it's twice as quick
5 Days Ago
cleanup
5 Days Ago
micro-optims for triangle processing jobs
5 Days Ago
optimized island cleanup to 0.25x the cost, flat 2 pointer array instead of a NativeQueue and replacing frequent coord->index conversion for index stride offsets
5 Days Ago
merge from main
7 Days Ago
defer completion of sculpting GUI collider baking until the next controller's update, it can be done entirely in the background without hollding the main thread
7 Days Ago
merge from main
7 Days Ago
merge from bc_better_scaling
7 Days Ago
frontier hazmat warning spam fix
7 Days Ago
fixed frontier hazmat skin constraint setup on right side
7 Days Ago
setup BC controller bone retargeting on some assets for proper alignment with playermodel states
7 Days Ago
cleaned up alignment with player states so that we're not using arbitrary axes, relies on proper bone retargeting of the BC controller
8 Days Ago
merge from main
8 Days Ago
merge from main
8 Days Ago
merge from main
8 Days Ago
simpler solution using space transformation without creating a new sim-space - root motion stored as a snapshot and lerped rather than using accumulated deltas, true stability - root motion of 0 now behaves perfectly with rotation, helping keep VM much more stable
8 Days Ago
better scale handling, handles scale outside of direct controller->origin transform chain, with early exit to avoid extra work on non-scaled chains (majorative case) - also improvements to FrameUpdate overhead
9 Days Ago
assign proper scaling root to spawned charms in skin viewer
9 Days Ago
merge from main
9 Days Ago
Move bc simulation into its own unit-scale sim-space using a basis of either the controller transform or the VM transform - allows simulation to not be affected by VM-scaling, should be significantly more stable
10 Days Ago
small transform access usage change
10 Days Ago
disabled editor-only sync on all bc materials
10 Days Ago
merge from rhib_cargo_fixes
10 Days Ago
shift the RHIB's COM down for a short time after releasing from cargo so its launch is more stable
11 Days Ago
wake rhib buoyancy on release
11 Days Ago
fixed skin constraint setup on frontier hazmat
11 Days Ago
merge from bc_simspace_jank_fix
11 Days Ago
clear sim-space frame delta properly when the sim-space changes, was leaking into the origin delta
11 Days Ago
merge from forcemode_fixes
12 Days Ago
converting all Acceleration/VelocityChange to use Force/Impulse in prep for engine change
15 Days Ago
reverted boat unbeaching change
15 Days Ago
Fixed sculpture save/load to file, added ability to send save to data to all sculptures in radius
15 Days Ago
using a proto message for serializing sculpt data rather than raw byte array storage - should be more flexible for altering the format, let's us bake data about the space the array refers to - still LZ4 compressing the proto bytes because we get 10:1 for data like this
15 Days Ago
replaced crc RPC-synced value with SyncVar, much cleaner
16 Days Ago
parallel censor application by-slice using concurrent NativeStream readers
16 Days Ago
initial improvement to censor chunk generation, NativeStream to parallelize shape creation
16 Days Ago
fixed sculptures requesting and loading sculpt data twice on load
16 Days Ago
merge from main