- Inputs sent from client and server are sent from latest processed frame, with redundant inputs back in time
- If inputs arrive late to the server and the buffer is empty, inject the input for the next tick
- If client receives target states from the server before the client has simulated the corresponding tick, compare that state after the client has simulated the tick
- Deactivate logic that checks if all NetworkPhysicsComponents have inputs and states when performing a rewind, this often stopped resimulations from triggering due to not all sim-proxies having all data aligned for one single frame.
- Allow larger time accumulation towards fixed physics tick when having physics prediction enabled
- Rebalance time dilation and physics tick sync corrections
- Base time dilation settings on time rather than physics ticks
#rb chris.caulfield, tom.waterson, bill.henderson
[CL 35821841 by markus boberg in ue5-main branch]
Updating Gravity Group setup, allowing gravity groups to be properly set via Push/Pull, and allowing the BodyInstance to offer an API for modification.
[CL 35730815 by robomerge in ue5-main branch]
As part of this change we also promote dynamic resolution and IO/PackageQueueDepth stats to Minimal since they're important for high level performance reporting.
Also fix up a few places that were redundantly using #if CSV_PROFILER around CSV macros.
#rb mickael.gilabert
[CL 34386798 by ben woodhouse in ue5-main branch]
This CL adds only AABB Tree are support
In addition as part of this change
- Added a way to generate a struct view that can be fed to the vanilla details panel for Solver Data structs. CVD solver data usually consist of a main struct that can contain several substructs in containers. When we select something in the viewport, we usually want to see the data in the parent struct and then some specific items in the containers.
Until now for these cases we created dedicated details panels with added functionality to interact with the data. But there are cases where we just want to see the struct data. Now for these cases we can just use this struct view API in the CVD Selection handle system to use the normal CVD's details panel.
- Added a way to allow CVD's main details panel to ignore struct types (needed to ignore structs that have their own data inspector widgets).
-Fixed an issue with CVD's Details panel where if you try to inspect a struct after uobject was inspected, the uobject details view was not being properly cleared out and hidden
#jira UE-216082, FORT-745804
#rb Benn.Gallagher
[CL 34084863 by sergio gardeazabal in ue5-main branch]
[FYI] edwin.maynard
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL33567068 (backed out due to compile error)
[FYI] Chris.Caulfield
Original CL Desc
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Chaos Debug Draw
- add debug draw subsystem
- add DD timeline to game thread
- move all new DD stuff out of ChaosDebugDrawComponent (it can be deleted later)
#rb Benn.Gallagher
[CL 33569703 by chris caulfield in ue5-main branch]
[FYI] Chris.Caulfield
Original CL Desc
-----------------------------------------------------------------
Chaos Debug Draw
- add debug draw subsystem
- add DD timeline to game thread
- move all new DD stuff out of ChaosDebugDrawComponent (it can be deleted later)
#rb Benn.Gallagher
[CL 33567677 by edwin maynard in ue5-main branch]
- add debug draw subsystem
- add DD timeline to game thread
- move all new DD stuff out of ChaosDebugDrawComponent (it can be deleted later)
#rb Benn.Gallagher
[CL 33567161 by chris caulfield in ue5-main branch]
Work in progress. Debug draw from the physics thread now works correctlyl Still need to add debug draw context to ParallelFor and Tasks. Also RBANs need their own timeline and begin/end frame sequence. If the debug draw context is not set up on a thread it falls back to the original global singleton mechanism.
#rb Benn.Gallagher
[CL 33356155 by chris caulfield in ue5-main branch]
Any particles that exist in the scene at the start were not seeing the correct settings.
#rb Benn.Gallagher
[CL 32404597 by chris caulfield in ue5-main branch]