Lorenz Junglas
08c4ae6d73
Animgraph pose node optimizations ( #3646 )
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* AddPoseOperation skip work when added transform is equal to identity
* SubtractPoseOperation skip work when added transform is equal to identity
* Fast path for BlendUpdateNode when weights are 1
Don't emit expensive pose op just forward the pose with weight 1
* Fast path for Blend2DUpdateNode when weights are 1
Don't emit expensive pose op just forward the pose with weight 1
* Avoid allocation of Actions in MergeDescendants
2025-12-22 07:09:45 +00:00
Lorenz Junglas
bf8a22f40b
Avoid allocations in MergeDescendants by using recursion instead of yield return ( #3644 )
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yield return creates a lot of garbage and is easily avoidable here, by using recusing instead.
2025-12-19 12:12:51 +01:00
Lorenz Junglas
4a050a9ab9
Animation optimizations v3 ( #3635 )
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* Cleanup SkinnedModelRendererSetBoneMerge
* Proper bookkeeping for SkinnedModelRenderer Hierarchy
* Use ConcurrentQueue instead of Channel to reduce lock contention
* Limit animation update parallelism to Environment.ProcessorCount - 1
* BoneMerge in parallel
* Speed up native anim decompression using (lock-free) LRU posecache
* Remove some unused debug counters
2025-12-18 17:02:20 +01:00
sboxbot
ac7f12719b
SceneModel changes ( #3559 )
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* Expose GetBoneVelocity
* Document SceneModel.Bones, expose HasBoneOverrides
* Fix spelling
* GetBoneVelocity( int ), fix GetBoneVelocities assert
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Co-authored-by: yuberee <59583743+yuberee@users.noreply.github.com >
2025-12-07 10:26:48 +00:00
s&box team
71f266059a
Open source release
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This commit imports the C# engine code and game files, excluding C++ source code.
[Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
2025-11-24 09:05:18 +00:00