userGriglercancel

1,487 Commits over 669 Days - 0.09cph!

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