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1,366 Commits over 610 Days - 0.09cph!

11 Months Ago
erosion tuning and fixes
11 Months Ago
cherrypicking 115931 from erosion - topology sampling with radius moved to a burst job, brings GenerateShoreVector on craggy from ~73s to ~5s
11 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
11 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
11 Months Ago
merge from main
11 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)
11 Months Ago
merge from main
11 Months Ago
merge from wheel_collider_optim
11 Months Ago
merge from main
11 Months Ago
merge from backpack_refreshes_clothing_fix
11 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
11 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
11 Months Ago
small improvements/fixes to particle erosion setup - starting to look like a bad approach for us though
11 Months Ago
pretty dirty WIP approach to erosion in a job, needs cleanup and splat writing fixing
11 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
11 Months Ago
TerrainMap uses NativeArray instead of managed
11 Months Ago
merge from main
11 Months Ago
merge from main
11 Months Ago
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12 Months Ago
force anything derived from BaseVehicleMountPoint to opt-in to get a VehicleFixedUpdate, no current cases as they don't need the boundary push behaviour and nothing is implementing it currently - avoids adding it to the AllMountables processing list so avoids unecessary null check overhead as well
12 Months Ago
stationary player helis return cached grounded state instead of always calculating it
12 Months Ago
subs get boundary checks as well
12 Months Ago
merge from main
12 Months Ago
on by default
12 Months Ago
applied wheel toggling with sleepstate to helis and horses
12 Months Ago
merge from main
12 Months Ago
reduced amount rigidbody pos/rot is accessed when determining if a ModularCar is stationary, it was causing multiple unecessary transform syncs
12 Months Ago
use HasDriver flag instead of always searching for a driver seat for vehicles (reduces a lot of overhead from unoccupied vehicles, especially modular cars)
12 Months Ago
reconfigure vehicle substeps again when re-enabling wheels as the internal physx vehicle may have been destroyed from disabling them
12 Months Ago
merge from main
12 Months Ago
merge from triggerbase_exclude_layers
12 Months Ago
automatically clear/set exclude layers for all TriggerBase when toggled on/off
12 Months Ago
defaulting triggerbase exclude layers optim to off
12 Months Ago
missing codegen
12 Months Ago
disabling/enabling wheel colliders with sleep state to reduce overhead
12 Months Ago
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12 Months Ago
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12 Months Ago
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12 Months Ago
client compile fix
12 Months Ago
small correction on trigger static list initializing wrong with excludelayers optim disabled
12 Months Ago
merge from main
12 Months Ago
merge from tugboat_sinking_parenting_fix
12 Months Ago
setup parenting volumes on tugboat that allow swimmers, gives better behaviour when the boat is sinking
12 Months Ago
merge from vehicle_build_privilege_fix
12 Months Ago
fixed vehicle building privilege cache reading as false negative
12 Months Ago
separated client/server convars for trigger excludelayer behaviour
12 Months Ago
merge from terrain_ignore_grid
12 Months Ago
made CoarseQueryGrid structure safe to interact with after disposal - logs errors if you somehow add trigger bounds to it after disposal, not happened yet - silently ignores attempts to remove bounds - any checks pass as if further physics checks are required, as a fallback
12 Months Ago
convar usage of excludelayers with triggerbase (default true)
12 Months Ago
merge from garage_door_fixes_2