1,624 Commits over 730 Days - 0.09cph!
switched triangle stream for just an edge stream, gives burst a cleaner loop so it's twice as quick
micro-optims for triangle processing jobs
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
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
merge from bc_better_scaling
frontier hazmat warning spam fix
fixed frontier hazmat skin constraint setup on right side
setup BC controller bone retargeting on some assets for proper alignment with playermodel states
cleaned up alignment with player states so that we're not using arbitrary axes, relies on proper bone retargeting of the BC controller
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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
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
assign proper scaling root to spawned charms in skin viewer
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
small transform access usage change
disabled editor-only sync on all bc materials
merge from rhib_cargo_fixes
shift the RHIB's COM down for a short time after releasing from cargo so its launch is more stable
wake rhib buoyancy on release
fixed skin constraint setup on frontier hazmat
merge from bc_simspace_jank_fix
clear sim-space frame delta properly when the sim-space changes, was leaking into the origin delta
merge from forcemode_fixes
converting all Acceleration/VelocityChange to use Force/Impulse in prep for engine change
reverted boat unbeaching change
Fixed sculpture save/load to file, added ability to send save to data to all sculptures in radius
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
replaced crc RPC-synced value with SyncVar, much cleaner
parallel censor application by-slice using concurrent NativeStream readers
initial improvement to censor chunk generation, NativeStream to parallelize shape creation
fixed sculptures requesting and loading sculpt data twice on load
replaced huge NativeList triangle alloc for a NativeStream on TempJob, 10x less memory usage with no performance loss
let generators resize internal native alloc back to 0 after 10s of not being used + codegen
handling max-triangles length properly
ripping IO out of BaseSculpture, will need to be separated later as a sub-entity for ice so it's cleaner
convert sculpting controller to us InputSystem
merge from christmas2025_DLC/ice_sculptures for code changes