Before:
3648 unity files
Total CPU Time: 47886.140625 s
Total time in Parallel executor: 498.81 seconds
After:
3548 unity files
Total CPU Time: 46643.828125 s
Total time in Parallel executor: 486.06 seconds
#jira
#preflight
[CL 22173263 by marc audy in ue5-main branch]
- CrumbleActiveClusters
- RemoveAllAnchors
- Also fixed a potential crash in fracture editor
#rb none
#preflight 632d013aa4769ad714d6cdc2
[CL 22173113 by cedric caillaud in ue5-main branch]
- When ShowBoneColors option is off display vertex color
#rb jimmy.andrews
#jira UE-163379
#preflight 6329423fb40000c8f04f0dcb
[CL 22104713 by cedric caillaud in ue5-main branch]
- Add a timer based hard snap for updating cluster position on the client
- Change remove on break to be replication aware to make sure server authoritative cluster cannot be broken by the client
#rb none
#preflight 63215a28b602881e8e03c4a6
[CL 22011198 by cedric caillaud in ue5-main branch]
- better check for internal cluster parent and its state
- refactor logic for both remove on sleep and remove on break
- reverted previous fix that was not accounting for some of special cases ( CL 21715207 )
#rb none
#jira none
#preflight 6317ec50ab25bb91f5091cf9
[CL 21837890 by cedric caillaud in ue5-main branch]
- Unbroken children of internal clusters do not get removed on break anymore
#rb none
#jira none
#preflight 630eac57a416f6df25eabee0
[CL 21715207 by cedric caillaud in ue5-main branch]
- make sure we do not set the OwnerComponent before calling the body instance matching function
#rb none
#jira UE-154615
#preflight 63092788e41c77ba7a231746
[CL 21597917 by cedric caillaud in ue5-main branch]
- add per component and geo collection asset damage propagation data
- store damage propapagtion info at the proxy level ( sim parameters )
- refactor clustering code to properly account for procxy suim parameters
- add shock propagation model complementary to the break propagation model
#rb none
#jira none
#fyi brice.criswell
#preflight 63053a185a5d4e46243141d9
[CL 21520742 by cedric caillaud in ue5-main branch]
I encountered this state locally, specifying the type explicitly should resolve this
[FYI] cedric.caillaud
#rnx
#ROBOMERGE-OWNER: devlin.willis
#ROBOMERGE-AUTHOR: devlin.willis
#ROBOMERGE-SOURCE: CL 21012113 via CL 21013020 via CL 21013711
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21023807 by devlin willis in ue5-main branch]
- add context menu to set a transform to be anchored
- add new array to clustered particle to be marked as anchored
- changed UpdateKinematicProperty to account for anchored flag
#rb brice.criswell, jimmy.andrews, harsha.reddy
#jira none
#preflight 62c74d63324817d81488b05e
#robomerge EngineMerge
[CL 20993384 by cedric caillaud in ue5-main branch]
- extended apply external strain node to have a radius and proapgation parameters
- added an internal strain node similar to external strain
#rb none
#jira none
#preflight 62c631b8a6654f9729a3b97a
#robomerge EngineMerge
[CL 20979120 by cedric caillaud in ue5-main branch]
- both removal system are now using common methods
- both of them are supporting crumbling of clusters ( both regular and internal )
- Abstraction of the logic into facade classes to avoid direct access to the attributes
- Fix bug with slow moving detection always return true
#rb brice.criswell, harsha.reddy, jimmy.andrew
#jira none
#preflight 62c4dad0f514983340ea85fb
#robomerge EngineMerge
[CL 20970940 by cedric caillaud in ue5-main branch]
+ Fix bounding box calculation issues in GeometryCollectionComponent (which caused issues w/ painting)
+ Add vertex color rendering to Geometry Collection Scene Proxy (so you can see what you're painting)
#preflight 62c5a4693c5171c8170a718c
#rb cedric.caillaud
[CL 20967543 by Jimmy Andrews in ue5-main branch]