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918 Commits over 457 Days - 0.08cph!

2 Months Ago
server compile fix
2 Months Ago
reworked PlayerCache into a generic StableObjectCache to re-use it for batched Projectiles, making use of it for reading batches of projectile transform data which speeds it up by roughly 8x-10x compared to going through managed properties (cached or otherwise) Tests: re-ran all projectile and PlayerCache tests, adjusted to new interface
2 Months Ago
missing return
2 Months Ago
added batched water tracing and various supporting features - GamePhysics.UseBatchedWaterRays convar to disable for perf comparison, will remove eventually - NativeArray/NativeList expansion can optionally use power of two expansion - Added native-friendly query structures for TerrainHeightMap and ShoreVectors, can add more querying functionality as needed but keeping it lean for now - Modified test cases to be more lenient on float comparisons as Burst compilation introduces variance of around 1e-8 in position results on waves which is more than acceptable
2 Months Ago
fixed potential break in TraceWaterRays/TraceWaterSpheres logic that would cause casts to miss water traces if an earlier one had hit the max number of colliders
2 Months Ago
sharing more data between batched projectile effect processing - only accessing transform pos/rot once per projectile and only checking retrieving local player entity data once per batch
2 Months Ago
added Projectile.UseBatched ClientVar to switch between serial and batched tick for projectiles
2 Months Ago
Jobified trace-testing in HitboxSystem, also replacing local NativeArray helper function with existing Expand static extension
2 Months Ago
corrected InitializeVelocity on projectile to keep Projectile performance test consistent between runs (increased run-count)
2 Months Ago
Optim: reduced unnecessary Transform reads in batched position/rotation update, also added AddRange(BufferList<>) function to BufferList to change to that for marginally faster loop speed Test: consistency tests passing with serial using old method still
3 Months Ago
Added extra sanity checks to projectile consistency testing
3 Months Ago
added missing effects update on batched projectiles and retiring into the prefab pool
3 Months Ago
clear static test field in pet-test teardown
3 Months Ago
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3 Months Ago
cached native allocations, batched projectiles now save between 30% - 50% of the runtime compared to serialized in performance tests (gains increase with projectile count)
3 Months Ago
multiple significant fixes to GameTrace, new Projectile and GameTrace tests are passing but seeing a slight differences in projectile counts with performance test that's indicating some untested edgecases
3 Months Ago
initial pass on batched projectiles, functional except for LOS checks but failing consistency tests which needs more diagnosing - added batch support to multiple tests for comparison
3 Months Ago
reconfigured fluorescent ceiling light physics configuration - using configurable joints for better motion, small linear limit for better motion and positional drive on the Y to stop it flying through the ceiling - added toggle to reduce sleep threshold on CeilingLights - needs a line renderer setup to replace mesh cables
3 Months Ago
compile fix
3 Months Ago
merge from erosion
3 Months Ago
merge from main
3 Months Ago
merge from main
3 Months Ago
improved topology-based max carve height to produce a better gradient
3 Months Ago
tapering MaxCarveDelta off using multiple topology queries of different radii adjust sediment and waterheight values with carve limits so water and sediment are also corrected
3 Months Ago
merge from main
3 Months Ago
fixing erosion issues waterside and stripe artefacts - corrected slope angle calculation that was causing striped carving at low - introduced procedural carving limit that eliminates waterside carving and just limits max-depth elsewhere
3 Months Ago
moved some TerrainTopologyMap job utility methods into own class and also promoted local function to a static method, burst seems to hate local functions in this case
3 Months Ago
removed uneeded burst compatibility test attributes from methods, caused the owning class to be tested for burst compatibility
3 Months Ago
fixed editor-only memory leak in shorevectors that would happen with domain reload
3 Months Ago
merge from main
3 Months Ago
cleanup
3 Months Ago
moved heightmap carving part of erosion significantly sooner in the worldgen, post canyons/lakes but pre-rivers - simplest way to avoid affecting roads/rivers/etc too much was to just do it first and let them override the results - splatting still happens after all this, uses the original heightDelta for strength but the current slope delta for tapering
3 Months Ago
merge from main
3 Months Ago
added editor debug command to force refresh foliage grids / decor spawning / lod grids / etc. debug.forcerefreshlods
3 Months Ago
separated GridErosion heightmap carving from terrain splatting as two separate ProceduralComponent passes, gives more control to let rocks be placed nicely onto channelled terrain but then restrict splatting terrain onto them afterwards - also re-ordered GridErosion to be before small cliff hill rocks as these were the main cause of floating rocks
3 Months Ago
merge from ambiencewavesoundzone_null_fix
3 Months Ago
sanity check validity of AmbienceWaveSounds singleton when calling trigger callbacks, can be destroyed in some disconnect cases
3 Months Ago
2-week yolo merge from main
4 Months Ago
cleanup
4 Months Ago
removed some jungle procedural components from empty procedural map
4 Months Ago
jobified splatting, takes a big chunk off of processing time
4 Months Ago
moved order of erosion to be between cliff placement and medium rock formation placement to get better seated rock placement
4 Months Ago
rebalanced terrain splatting around snow and sand to not be massively too broad
4 Months Ago
debug command wrapped in proper infdef + codegen
4 Months Ago
merge from main
4 Months Ago
merge from main
4 Months Ago
separated splatting for sand and snow again, debug render command, cleanup
4 Months Ago
erosion changes - retuned erosion again to allow better channel carving, while maintaining control - new method for terrain splatting that relies on calculating delta gradients from erosion heightmap delta, allows control to paint thin channels without painting large flat sections
4 Months Ago
merge from main
4 Months Ago
merge from vehicle_trigger_damage_fixes