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707 Commits over 304 Days - 0.10cph!

Today
adjusted debug_erosion data dump to have resolution size in file name and also reference the data vis repo
Today
Initial commit initial commit
Today
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
Today
give sleeping player's BC setups a second to rest before pausing the simulation
Today
merge from bc_sleeper_fix
Today
re-tuned horse costume BC setup to be a bit let less noisy
Yesterday
disable bc sim on sleepers, bones reset optionally with ResetBonesOnDisable
Yesterday
merge from main
Yesterday
cleanup
Yesterday
merge from main
Yesterday
more tuning and correcting velocity adjustment
6 Days Ago
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6 Days Ago
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7 Days Ago
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7 Days Ago
▊▍▅▆▆ ▇ █▍▅▊▊▉▄ ▍▊▉█▌▋ █▅ ▄▊▆▇▋▋▍ ██▉▌ █▋█▋▆▆▊▅▄▊ ▍▍ ▉ ▄▋▌▋▄█▆▉▅ ▊▉▆ ▌▌▉▉█▉ ▋▄▋▅ ▇ █▌▆▅▆▊▇█▅▋▋ ▆▄-▍▆█▄▇ ▇▆▄▍ ▉█ ▇▄▉▊▅▆▍▌▍ ▇▇▌▋▆▄▍ (▋▅▇▉▅ ▉▉▊▅▅'▋ ▋█▌▆▉▇▌ ▋▅▄▋ ▇▍▋▍▇▊)
8 Days Ago
removed unnecessary NoAlias attribute
8 Days 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
11 Days 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
11 Days Ago
merge from main
13 Days Ago
erosion tuning and fixes
13 Days Ago
cherrypicking 115931 from erosion - topology sampling with radius moved to a burst job, brings GenerateShoreVector on craggy from ~73s to ~5s
14 Days 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
18 Days 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
19 Days Ago
merge from main
19 Days Ago
fixed editor-only memory leak when assemblies/domain are reloaded and scriptable objects aren't destroyed (but the native memory falls out underneath)
21 Days Ago
merge from main
21 Days Ago
merge from wheel_collider_optim
21 Days Ago
merge from main
21 Days Ago
merge from backpack_refreshes_clothing_fix
21 Days 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
21 Days 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
21 Days Ago
small improvements/fixes to particle erosion setup - starting to look like a bad approach for us though
25 Days Ago
pretty dirty WIP approach to erosion in a job, needs cleanup and splat writing fixing
25 Days 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
26 Days Ago
TerrainMap uses NativeArray instead of managed
27 Days Ago
merge from main
27 Days Ago
merge from main
27 Days Ago
▆█▍▄▅ ▊█▍▅▅▋▇ ▊█▌▍▇▇▉▋ ▋▋▍▉▄▇ ▋█▋▉ ▍▇▍ ▌▆▆▄▊: - ▌▌▊▋▄▅ ██▇▄▅▉ ▉▆▇▋▊▉ █▇▄▌ ▍▍ ▅▊▅▇▇ ▋▆▊ ▍▊█▋▅▄▋ ▋▅▉▄▋▇▆▍▋ ▄▅▆▊▋▋▊ ▄▍▊▉ (▇▍▄▄ ▉▌▉▊▍▌▉▊ ▉▋▊ ▅█▋▅▊▍ ▊█▇▆) ▉▉▌▅▍ ▇▌█▉ ▇▌▅▉█▍▋ ▊▄▍ ▉█▊▍▄▉▆ ▆▋▄▉▊▉▋▋ - ▄ ▇▊█▍█▋ ▆▄▇▌▄ ▌▇▆▌ ▇▊ ▉▋▌▍▉▌ ▊▋▄▄█▍▊▇█▌ █▊▅ ▅▄█ ▌▆▉▉ ▅█▇ ▍▉▅▆▄▍ ▍▍ ▄▋▌ ▌▆▇▊▌▅▋▉▊▄ ▍▊▋▅▊'▄ ▍▉▇▄▊▅▇
32 Days 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
32 Days Ago
stationary player helis return cached grounded state instead of always calculating it
32 Days Ago
subs get boundary checks as well
32 Days Ago
merge from main
32 Days Ago
on by default
32 Days Ago
applied wheel toggling with sleepstate to helis and horses
32 Days Ago
merge from main
33 Days Ago
reduced amount rigidbody pos/rot is accessed when determining if a ModularCar is stationary, it was causing multiple unecessary transform syncs
33 Days 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)
33 Days Ago
reconfigure vehicle substeps again when re-enabling wheels as the internal physx vehicle may have been destroyed from disabling them
33 Days Ago
merge from main
33 Days Ago
merge from triggerbase_exclude_layers