userGriglercancel
reporust_rebootcancel

1,314 Commits over 579 Days - 0.09cph!

8 Months Ago
added simple trigger-compatible collider to barrels for vehicle damage, leaves original collider setup the same
8 Months Ago
added additional damage multiplier for LootContainer entities to TriggerHurtNoChild for vehicle damage
8 Months Ago
reduced jungling sapling health and wood yield to be inline with other biome saplings - lower health means cars run through them more naturally like in other biomes
8 Months Ago
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8 Months Ago
merge from main
8 Months Ago
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8 Months Ago
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8 Months Ago
merge from main
9 Months Ago
another pass on erosion spaltting - depeer gouges from erosion - less intense splatting of gravel generally - slope threshold to stop splatting onto larger flat sections at the bottom of hills - cliff avoidance to match previous behaviour
9 Months Ago
merge from main
9 Months Ago
merge from main
9 Months Ago
rebalanced buoyancy flow movement scale for boogieboard and kayak so you can actually move away from the beach
9 Months Ago
merge from broadphase_revert
9 Months Ago
revert broadphase method to old settings
9 Months Ago
adjusted splat ignoremask to include ocean and lake (using pre-existing Sand topology mask)
9 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
9 Months Ago
merge from main
9 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
9 Months Ago
erosion texture fixes - use proper splat types - rebalanced splat values to use exponents - don't splat monuments
9 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
9 Months Ago
merge from main
9 Months Ago
merge from broadphase_abp
9 Months Ago
switched to automatic box pruning broadphase - local testing showed 47% improvement
9 Months Ago
remove unused watermap array from job
9 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
9 Months Ago
merge from main
9 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
9 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
10 Months Ago
adjusted debug_erosion data dump to have resolution size in file name and also reference the data vis repo
10 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
10 Months Ago
give sleeping player's BC setups a second to rest before pausing the simulation
10 Months Ago
merge from bc_sleeper_fix
10 Months Ago
re-tuned horse costume BC setup to be a bit let less noisy
10 Months Ago
disable bc sim on sleepers, bones reset optionally with ResetBonesOnDisable
10 Months Ago
merge from main
10 Months Ago
cleanup
10 Months Ago
merge from main
10 Months Ago
more tuning and correcting velocity adjustment
10 Months Ago
merge from main
10 Months Ago
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10 Months Ago
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10 Months Ago
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10 Months Ago
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10 Months Ago
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10 Months Ago
removed unnecessary NoAlias attribute
10 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
10 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
10 Months Ago
merge from main
10 Months Ago
erosion tuning and fixes
10 Months Ago
cherrypicking 115931 from erosion - topology sampling with radius moved to a burst job, brings GenerateShoreVector on craggy from ~73s to ~5s