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818 Commits over 395 Days - 0.09cph!

4 Hours Ago
reduce initial capacity of the projectile stable index cache
Today
removed BatchedWaterRays option and disabled codepath
Today
corrected profile region name
Today
replaced TraceWaterSpheres/TraceWaterRays with batched deferred version, scheduled with dependency on batched physics queries, so call to Complete will include both the queries and the water traces - GamePhysics.TraceBatched now runs 4 serial Commands->WaterTrace in parallel to eachother rather than completing all physics queries before doing water traces
Today
added IJobParallelFor support to ScheduleParallel job extensions and fixed IJobFor which was just completely wrong
Today
adjusted projectile ray generation jobs to not break initial HitTest setup into multiple jobs, ReadOnly jobs on the same TransformAccessArray seems to behave as if they cannot run in parallel to eachother (via combined dependencies) despite only require read access so Unity must be controlling this
Today
added ScheduleParallel extension functions to handle sensible batch sizes automatically, this assumes that a reasonable batch size (64) is required before scheduling overhead beats any gains made with parallelism - if this isn't the case, such as for longrunning complex jobs working on a small number of items then you should control the batch size yourself
4 Days Ago
clarified water trace setup
4 Days Ago
Gather trace commands in a job, requires copying some data into a native container first but it's still twice as fast overall Test: projectile tests all still passing
4 Days Ago
fix server compile
5 Days Ago
clear benchmark timers after recording results, stops accumulating time between runs
6 Days Ago
cleanup profile region
6 Days Ago
jobified transform readback for effect updating, still slow to update scaled renderers though
6 Days Ago
pooling HitInfo for Projectile DoHit and don't string concat for every ricochet fx fire
6 Days Ago
moved most of HitTest generation to a transform job
6 Days Ago
further batched projectile improvemenets - jobified position/rotation writeback, 10x faster - adjusted HitTest to only populate some fields once for a projectile's lifetime (based on flag reset when it is pooled), some improvements Tests: all projectile tests passing
6 Days Ago
merge from main
7 Days Ago
cleanup
7 Days Ago
server compile fix
7 Days Ago
reworked PlayerCache into a generic StableObjectCache to re-use it for batched Projectiles, making use of it for reading batches of projectile transform data which speeds it up by roughly 8x-10x compared to going through managed properties (cached or otherwise) Tests: re-ran all projectile and PlayerCache tests, adjusted to new interface
11 Days Ago
missing return
11 Days Ago
added batched water tracing and various supporting features - GamePhysics.UseBatchedWaterRays convar to disable for perf comparison, will remove eventually - NativeArray/NativeList expansion can optionally use power of two expansion - Added native-friendly query structures for TerrainHeightMap and ShoreVectors, can add more querying functionality as needed but keeping it lean for now - Modified test cases to be more lenient on float comparisons as Burst compilation introduces variance of around 1e-8 in position results on waves which is more than acceptable
13 Days Ago
fixed potential break in TraceWaterRays/TraceWaterSpheres logic that would cause casts to miss water traces if an earlier one had hit the max number of colliders
13 Days Ago
sharing more data between batched projectile effect processing - only accessing transform pos/rot once per projectile and only checking retrieving local player entity data once per batch
14 Days Ago
added Projectile.UseBatched ClientVar to switch between serial and batched tick for projectiles
14 Days Ago
Jobified trace-testing in HitboxSystem, also replacing local NativeArray helper function with existing Expand static extension
14 Days Ago
corrected InitializeVelocity on projectile to keep Projectile performance test consistent between runs (increased run-count)
14 Days Ago
Optim: reduced unnecessary Transform reads in batched position/rotation update, also added AddRange(BufferList<>) function to BufferList to change to that for marginally faster loop speed Test: consistency tests passing with serial using old method still
15 Days Ago
Added extra sanity checks to projectile consistency testing
15 Days Ago
added missing effects update on batched projectiles and retiring into the prefab pool
15 Days Ago
clear static test field in pet-test teardown
15 Days Ago
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18 Days 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)
18 Days 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
19 Days 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
19 Days 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
21 Days Ago
compile fix
21 Days Ago
merge from erosion
21 Days Ago
merge from main
22 Days Ago
merge from main
22 Days Ago
merge from main
22 Days Ago
improved topology-based max carve height to produce a better gradient
25 Days Ago
merge from erosion
25 Days 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
26 Days Ago
merge from main
27 Days Ago
merge from erosion
27 Days 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
28 Days Ago
merge from erosion
28 Days 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
28 Days Ago
merge from erosion (burst aot fixes)