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1,251 Commits over 518 Days - 0.10cph!

7 Months Ago
revert broadphase method to old settings
8 Months Ago
adjusted splat ignoremask to include ocean and lake (using pre-existing Sand topology mask)
8 Months Ago
re-balanced erosion splat values to be less intense, included oceanside and lakeside to ignore mask to avoid wiping out beaches with stones
8 Months Ago
merge from main
8 Months 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
8 Months Ago
erosion texture fixes - use proper splat types - rebalanced splat values to use exponents - don't splat monuments
8 Months 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
8 Months Ago
merge from main
8 Months Ago
merge from broadphase_abp
8 Months Ago
switched to automatic box pruning broadphase - local testing showed 47% improvement
8 Months Ago
remove unused watermap array from job
8 Months 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
8 Months Ago
merge from main
8 Months 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
8 Months 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
8 Months Ago
adjusted debug_erosion data dump to have resolution size in file name and also reference the data vis repo
8 Months 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
8 Months Ago
give sleeping player's BC setups a second to rest before pausing the simulation
8 Months Ago
merge from bc_sleeper_fix
8 Months Ago
re-tuned horse costume BC setup to be a bit let less noisy
8 Months Ago
disable bc sim on sleepers, bones reset optionally with ResetBonesOnDisable
8 Months Ago
merge from main
8 Months Ago
cleanup
8 Months Ago
merge from main
8 Months Ago
more tuning and correcting velocity adjustment
8 Months Ago
merge from main
8 Months Ago
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8 Months Ago
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8 Months Ago
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8 Months Ago
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8 Months Ago
removed unnecessary NoAlias attribute
8 Months 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
8 Months 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
8 Months Ago
merge from main
8 Months Ago
erosion tuning and fixes
8 Months Ago
cherrypicking 115931 from erosion - topology sampling with radius moved to a burst job, brings GenerateShoreVector on craggy from ~73s to ~5s
8 Months 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
9 Months 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
9 Months Ago
merge from main
9 Months Ago
fixed editor-only memory leak when assemblies/domain are reloaded and scriptable objects aren't destroyed (but the native memory falls out underneath)
9 Months Ago
merge from main
9 Months Ago
merge from wheel_collider_optim
9 Months Ago
merge from main
9 Months Ago
merge from backpack_refreshes_clothing_fix
9 Months Ago
using cached FixedString bone names to FindBones in job, removes alloc and significantly faster for setups that add a lot of bones to the skeleton
9 Months Ago
split container content hashes into deep and shallow, only used to determine if player clothing needs updating - using shallow for clothing so that backpack contents changing doesn't refresh all the clothing
9 Months Ago
small improvements/fixes to particle erosion setup - starting to look like a bad approach for us though
9 Months Ago
pretty dirty WIP approach to erosion in a job, needs cleanup and splat writing fixing
9 Months Ago
terrain topology radius samples run through burst job, even when called from other threads - 5000 size map without monuments, trains, roads takes 96s rather than 510s to generate, significant reduction in river layout and shore vector generation