userGriglercancel
reporust_rebootcancel

1,820 Commits over 852 Days - 0.09cph!

32 Minutes Ago
merge from main
4 Days Ago
short test to force the extremes of DecorComponents to ensure the bounds is correct with future changes - if this broke silently rocks would just fail to spawn or spawn where they shouldn't
4 Days Ago
merge from main
5 Days Ago
use expanded decor component bounds to early out terrain filters cheaply in decor placement - saves 12s in coastal rocks, barely saves elsewhere - can only do this because we have a cheaper hierarchal query for topology of an area now
5 Days Ago
Process cliff uniform placement validity in parallel - takes another 29s off, still matching results before optims - pivot filters are tested in large batches of all candidates and re-tested if dirtied - per-candidate orientation checks are done in parallel for passing candidates
6 Days Ago
made costal cliffs take 2s instead of 34s by adding caching to the recursive search (maxed around 400KB memory at max) - falls back to recursive if the cache misses
6 Days Ago
improved monument placement - 13s faster - split tier check out to early exit as a first check and water check to run at the end - let distance checks exit early on the first monument it finds that's too close, reject behaviour is the same
6 Days Ago
replaced topology query job with direct call into burst compiled code via blittable UnsafeList<T>, the tiny job runbyref overhead adds up with the amount of queries we make - shaves another 22s off, which is ridiculous
6 Days Ago
merge from erosion_optim - ~22s faster on a 4000 map, overall savings now ~67s or ~18%
6 Days Ago
removed repeated check of 0 orientation on cliff placement where we'd check it on both sign flips across X and Z - cuts an additional 19.1s with matching results
6 Days Ago
hierarchal topology map - saved ~19.5s locally on a 4k procgen, identical results
11 Days Ago
▉ ▉▌▉▋▉▊▊▍▋ ▄▌▍▅▌▉▊▇ ▇▋▆█▆ ▊▊▍▊▄▇▍ █▉ ▇▉▇▌▆ ▊▍▅▇▇▄█▋▋ ▅▊▄ ▆▋▉▇ ▉▇▅ ▆▆▍▌ ▌▉▆ ▍▆ ▉█▇▌ ▍▇▍▇▅▇▍█ ▌▌▍▋▄▄▄▆▍▅ ▋▆▆ ▊▄▋▅▇▌▄ ▄▅ ▆▆▋▌ ▄▍▋ ▅ ▅▅▇▋▇ ▇▄ ▄▌▉ ▅▋▇█▋▅▊▇ ▇▅▆▌▉▌▇▊▊▊ ▄▆▍▅█▋▍ ▉▌ ▉ ▆▊▋ ▄█▇▍▆▌ ▋█▊▅ ▋▊▉▍▇▊ ▉▇▋▋▇▍▊▉ ▄▇▊█▅ ▇▅▄▋█▅▇ ▆▍▄▋▌▅█▄▅ ▉▌▌ ▊▍▆ ▅█▍█▅▌▋ ▌▍▆▆ ▇▇▄▊▌ ▅▋▍ █▊▆▍▌▅ ▉▉█▉█ ▋▌▆▄ ▍▉▋▍▄▉▉▅ ▅▉▊▌ ▅▍█▊▊▅▊ ▉▊ ▌█▄▇▉▆▇▆ ███▄▆▄ ▄▅▆▊ █▌▉▅█
15 Days Ago
merge from main
15 Days Ago
handling deformation with building - deployables have configurable tolerance of error between current deformation and original height - foundations can cover small, but always place casted against the original height of the terrain, disallowed over deep carves
15 Days Ago
merge from sprint_shoot_anim_fix
15 Days Ago
sprint modifier subsystem uses networked attack signals to disable sprint anim instead of local-only data
18 Days Ago
mrege from main
19 Days Ago
big gross protection overlay debug renderfeature in RRP, signifantly nicer than running around with ddraw
19 Days Ago
protection setup on rocks and foundations
19 Days Ago
deformation protection - pre-baked static protection from topology and spawned rocks - entity-provided protection from foundations
21 Days Ago
pefab explosive setup on some weapons
21 Days Ago
explosive crater definition support, reworked shapes to apply in 3D space with respect to blocking objects
21 Days Ago
merge from hazmat_trophy_fixes
21 Days Ago
added missing BC component to froniter and pilot hazmats, lost when they were rerigged
21 Days Ago
foliage deformation experimental modes 0: invalidate cell and re-place foliage 1: acts as foliage displacement with convar for displacement/depth mod 2: acts as a mask to remove foliage from deformed areas
21 Days Ago
client handling terrain deformations in the clipmap render - writes a mask for deformed terrain and uses it to switch between procedural normals and pre-baked - culling bounds also extends down to cover max deformation on each cell - foliage grid invalidates per-cell for deformation, probably should mask it out or act as displacement though
22 Days Ago
baseline of terrain deformation, tile-based serialization (only for areas with active changes) some concept of protection and healing over time
32 Days Ago
manually reverted 161177 and tied it to a poolable.cachestatesoninit convar for further testing, stops the jungle fps drop
34 Days Ago
cleaned up test scene and meshes
35 Days Ago
test scene fluff
35 Days Ago
support for burstcloth chains to be fixed at any arbitrary bone, allowing connections at either end
46 Days Ago
helper class cleanup
46 Days Ago
inlined the work of some jobs to stress the job system less, takes another 5s off the time - water evap/accumulate inlined - slope calculation inlined
46 Days Ago
reworked largest erosion job to use an inlined SoA view - reinterpret float array as a float4 in the loop, this lets you to get fully laned SIMD auto-vectorization without needing intrinsics original 47s erosion down to 29s with matching results
47 Days Ago
fixed empty procmap scene
47 Days Ago
converted all jobs to batch by rows instead of pulling XY coordinates out of the flat array's index, fixed some other minor issues 4500 map erosion time down from 47s to 39s
49 Days Ago
merge from main
60 Days Ago
disabled mip-streaming on sculpture textures, there's no uv coords on the sculptures so the unity path for it exits early anyway
2 Months Ago
properly handle dialog closing on player death and sculpture destruction
2 Months Ago
salting the SculptFormat data with the entity ID to avoid collision with default data
2 Months Ago
Gave sculptures bullet penetration again, but on the right branch
2 Months Ago
merge from main
2 Months Ago
given bullet penetration to sculptures, takes 20% off the damage
2 Months Ago
added drag handling to the expanded image so you can inspect the sculptures easier
2 Months Ago
improved admin panel to have continuous click drag instead of buttons, also uses proper material
2 Months Ago
pull specific pass out of material instead of drawing all passes
2 Months Ago
merge from sculptures
2 Months Ago
small optim for better cache friendliness
2 Months Ago
smoothop optim
2 Months Ago
first pass on an explicit smoothing tool