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Release 0.10.3 #178

Merged
merged 95 commits into from
Oct 13, 2024
Merged

Release 0.10.3 #178

merged 95 commits into from
Oct 13, 2024

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ChrisAdderley
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JonnyOThan and others added 30 commits July 25, 2022 09:13
-all float modifiers inherit from EffectModifier_Float, color modifiers from EffectModifier_Color, etc
-all float integrators inherit from EffectIntegrator_Float, etc
-Refactored Integrator.Update into Update + Apply, where Update is the shared logic between all integrators and Apply is the logic for a specific integrator (taking the output values and applying it to the material, lights, transforms, etc).
-Added missing profile markup to the other integrator types
-all float modifiers inherit from EffectModifier_Float, color modifiers from EffectModifier_Color, etc
-all float integrators inherit from EffectIntegrator_Float, etc
-Refactored Integrator.Update into Update + Apply, where Update is the shared logic between all integrators and Apply is the logic for a specific integrator (taking the output values and applying it to the material, lights, transforms, etc).
-Added missing profile markup to the other integrator types
-all float modifiers inherit from EffectModifier_Float, color modifiers from EffectModifier_Color, etc
-all float integrators inherit from EffectIntegrator_Float, etc
-Refactored Integrator.Update into Update + Apply, where Update is the shared logic between all integrators and Apply is the logic for a specific integrator (taking the output values and applying it to the material, lights, transforms, etc).
-Added missing profile markup to the other integrator types
Refactor modifiers and integrators with common base classes to remove boilerplate code
* WIP: skip integrators for renderers that aren't enabled
-sort integrators by transform and whether or not they can control the renderer's visibility (testIntensity == true)
-for the integrators that control visbility, have them return a boolean from their update function to indicate whether any renderers were active
-when all of the renderers for a given transform name are disabled, we can skip the rest of the integrators for that transform

known issues:
-the transform name for position/rotation/scale integrators seems different from the one for float/color, so they don't get skipped properly
-this probably doesn't work in a situation where you are adding/removing/editing integrators (need to re-sort the lists)

* pull switch statements out of tight loops

* include gitignore in project

* apply integrator skipping to lights too

* Refactor modifiers and integrators using common base classes
-all float modifiers inherit from EffectModifier_Float, color modifiers from EffectModifier_Color, etc
-all float integrators inherit from EffectIntegrator_Float, etc
-Refactored Integrator.Update into Update + Apply, where Update is the shared logic between all integrators and Apply is the logic for a specific integrator (taking the output values and applying it to the material, lights, transforms, etc).
-Added missing profile markup to the other integrator types
* fix up project files to use reference path

* include gitignore in project

* WIP: modules can fully deactivate when not doing anything

* fix memory leak from ui toolbar
-wake up controllers each time initialize is called
Fix #136: fix b9ps switching in flight
* smoke work

* More smoky progress

* Refactor smoke prototype to work in new model

* First cut at particle editor

* Back to functional prototype status

* color modifiers.

* Clean up demo particle

* porticle

* refactor for multiple particle types

* Gamedata tweaks

* Fix point light layers

* Vast quantity of UI garbage

* Tentatively functional loading/saving for particle data

* Gradient editing utils

* UI refactor and cleanup

* Clean up old attempt at particle modfiers so we start again

* Serialization fixes and particle data cleanup
-not actually related to the crash, but this might be a small perf boost
-adds clarity too
-also should make the editor reliable again after all the sorting stuff
* change Integrate functions to protected static
-not actually related to the crash, but this might be a small perf boost
-adds clarity too

* Fix infinite loop when changing a modifier's parameter
-also should make the editor reliable again after all the sorting stuff
-massively improves performance for parts using ModulePartVariants
-should help with #144

Related Work Items: #1
Fix #145: don't initialize or update effects on inactive transforms
Fix #140: block scrollwheel over editor UI
ChrisAdderley and others added 29 commits September 30, 2024 23:34
…rty if it didn't change (#162)

* cache materials in EffectFloatIntegrator

* fix formatting and naming

* move ApproximatelyEqual to Utils

* don't alter material float value if it didn't change

* use System.Math directly for cases where Unity is just adding overhead

* remove redundant nullcheck from RCS controller
* change internal controller storage to a list instead of dict

* add a setting to force all controllers awake for debugging

* add a setting to keep random controllers awake

* Record a mask of which controllers are awake, and only update integrators if they use an awake controller or use randomness

* add defaults to Settings.cfg

* let whole effects skip updating if all of their controllers are asleep

* make sure to still mark transfoms as disabled when the integrator didn't update

* Integrator.hasRandoms shouldn't consider Settings.RandomControllersAwake
-we still need to update integrators that use randomness; they just won't be updated if none of their controllers are awake

* slight refactoring for used controller masks

* use controller.mask
* refactor the testIntensity functions so we don't need a separate function call

* move testIntensity to the base integrator class

* change integrator storage into 3 categories
-testintensity, direct, others

This reduces some complexity in the integrator sorting and a lot of boilerplate

* re-add support for disabling lights

* switch to explicit for loops

* reverse integrator update order

* add generic typed EffectModifier

* fix formatting

* add some ToString overloads to help debugging
-fixes issues where configs that have missing controllers, material properties, etc would throw a NRE
-test case: thud engine with SWE
# Conflicts:
#	GameData/Waterfall/Versioning/Waterfall.version
#	GameData/Waterfall/WaterfallSettings.cfg
#	changelog.txt
#	readme.txt
make push controllers work with sleeping system
…t change

-this would then treat the transform as disabled so other integrators wouldn't run on it
fix #173: integrators could fail to report as active when inputs don't change
@ChrisAdderley ChrisAdderley merged commit 30a09cb into master Oct 13, 2024
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2 participants