userGriglercancel

918 Commits over 457 Days - 0.08cph!

39 Days Ago
better BC defaults, natural gravity and disabled collision
39 Days 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
40 Days Ago
scene2prefab millitary_tunnel_1 (no hlod)
40 Days Ago
adjusted terrain ignore volume
40 Days Ago
cherrypick 127820
40 Days Ago
merge from main
40 Days Ago
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40 Days Ago
scene2prefab millitary_tunnel_1
40 Days Ago
adjusted volumes near chimney entrance
40 Days Ago
support for EnvironmentVolumes with non-square spatial volume shapes to use Capsule/Sphere colliders
41 Days Ago
corrected solid capsule gizmo render position (still just draws two spheres though)
44 Days Ago
call init on vhacd Paramters props to get legit default values
51 Days Ago
merge from basesculpture_rpccleanup
51 Days Ago
fixed checks on sculpture access permissions on BaseSculpture server RPCs
54 Days Ago
batched projectiles handle cameraclip avoiding code for thrown projectiles
55 Days 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
58 Days Ago
merge from projectile_jobs
58 Days Ago
handle null localplayer properly for demo playback
58 Days Ago
merge from main
58 Days Ago
merge from dpv_bone_error
58 Days Ago
re-assigned model root to correct transform
58 Days Ago
merge from ambiencezone_nre_fix
58 Days Ago
check AmbienceManager instance is valid for AmbienceZone triggers (can NRE when leaving server)
58 Days Ago
don't serialize shoreVectorTexture
58 Days Ago
merge from projectile_jobs
58 Days 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
59 Days Ago
merge from projectile_jobs
59 Days Ago
ensure effect processing always runs for projectiles when none need updates (fixes projectiles hanging around until another is fired)
60 Days Ago
merge from projectile_jobs
60 Days Ago
server/none compile fix
60 Days Ago
cleaning up projectile TransformAccessArray properly
60 Days Ago
enabled batched projectiles by default
2 Months Ago
reduce initial capacity of the projectile stable index cache
2 Months Ago
removed BatchedWaterRays option and disabled codepath
2 Months Ago
corrected profile region name
2 Months 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
2 Months Ago
added IJobParallelFor support to ScheduleParallel job extensions and fixed IJobFor which was just completely wrong
2 Months 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
2 Months 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
2 Months Ago
clarified water trace setup
2 Months 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
2 Months Ago
fix server compile
2 Months Ago
clear benchmark timers after recording results, stops accumulating time between runs
2 Months Ago
cleanup profile region
2 Months Ago
jobified transform readback for effect updating, still slow to update scaled renderers though
2 Months Ago
pooling HitInfo for Projectile DoHit and don't string concat for every ricochet fx fire
2 Months Ago
moved most of HitTest generation to a transform job
2 Months Ago
further batched projectile improvemenets - jobified position/rotation writeback, 10x faster - adjusted HitTest to only populate some fields once for a projectile's lifetime (based on flag reset when it is pooled), some improvements Tests: all projectile tests passing
2 Months Ago
merge from main
2 Months Ago
cleanup