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1,825 Commits over 852 Days - 0.09cph!

1 Year Ago
constraint editor on by default
1 Year Ago
moved constraint editor to handles, re-used Unity's angular joint handles
1 Year Ago
gave BurstClothConstraint some rotation gizmos
1 Year Ago
fixed frontier hatched vm to use viewmodel camera - moved fur shader to run as opaque, not transparent (it's opaque cutout) and skip depth blockout prepass on it
1 Year Ago
manual support for domain reloading in BC manager as it's in an assembly and can't opt in with the attribute
1 Year Ago
WearableNotifyTrophyMounted can take list of BurstCloth controllers to disable on trophy mounting
1 Year Ago
BurstClolth VM pass, just disabling collision and enabling ResetBonesOnDisable
1 Year Ago
better BC defaults, natural gravity and disabled collision
1 Year Ago
toggling BC with gesture beginning and ending on ViewModels when bone transform resetting is enabled on VM burstcloth controllers, this stops it flinging up in the at the end of a gesture when the VM moves 100 units upwards in a frame
1 Year Ago
scene2prefab millitary_tunnel_1 (no hlod)
1 Year Ago
adjusted terrain ignore volume
1 Year Ago
cherrypick 127820
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
scene2prefab millitary_tunnel_1
1 Year Ago
adjusted volumes near chimney entrance
1 Year Ago
support for EnvironmentVolumes with non-square spatial volume shapes to use Capsule/Sphere colliders
1 Year Ago
corrected solid capsule gizmo render position (still just draws two spheres though)
1 Year Ago
call init on vhacd Paramters props to get legit default values
1 Year Ago
merge from basesculpture_rpccleanup
1 Year Ago
fixed checks on sculpture access permissions on BaseSculpture server RPCs
1 Year Ago
batched projectiles handle cameraclip avoiding code for thrown projectiles
1 Year Ago
BaseRaidBenchmark - only create extra Client if one doesn't already exist, it's double ticking projectile effect processing and making it look worse than it is
1 Year Ago
merge from projectile_jobs
1 Year Ago
handle null localplayer properly for demo playback
1 Year Ago
merge from main
1 Year Ago
merge from dpv_bone_error
1 Year Ago
re-assigned model root to correct transform
1 Year Ago
merge from ambiencezone_nre_fix
1 Year Ago
check AmbienceManager instance is valid for AmbienceZone triggers (can NRE when leaving server)
1 Year Ago
don't serialize shoreVectorTexture
1 Year Ago
merge from projectile_jobs
1 Year Ago
fixed deferred schedule issue in OceanTrace path for when there is no water instance (basically just an issue in the Playground scene) adjusted batch sizes for ocean traces as deferred scheduling seems to act on the capacity of the entire list rather than the count
1 Year Ago
merge from projectile_jobs
1 Year Ago
ensure effect processing always runs for projectiles when none need updates (fixes projectiles hanging around until another is fired)
1 Year Ago
merge from projectile_jobs
1 Year Ago
server/none compile fix
1 Year Ago
cleaning up projectile TransformAccessArray properly
1 Year Ago
enabled batched projectiles by default
1 Year Ago
reduce initial capacity of the projectile stable index cache
1 Year Ago
removed BatchedWaterRays option and disabled codepath
1 Year Ago
corrected profile region name
1 Year Ago
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
1 Year Ago
added IJobParallelFor support to ScheduleParallel job extensions and fixed IJobFor which was just completely wrong
1 Year Ago
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
1 Year Ago
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
1 Year Ago
clarified water trace setup
1 Year 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
1 Year Ago
fix server compile
1 Year Ago
clear benchmark timers after recording results, stops accumulating time between runs