Aetheria/Assets/Shaders/Compute
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Filename Latest commit message Latest commit date
Meta Vens 0ef88419ff Fix D17/D20/D21 and the pool-rebuild trap in ShieldPanel (Cut 3)
D17: KInject/KWaveStep/KFracture gate on growth, which only KUpdate writes and
only after this same frame's injection dispatch, so a panel struck the instant
it spawns swallowed its own creating hit. ResetSim now seeds bState directly
from a precomputed per-cell arm state (backdated by one growDuration) instead
of leaving KInit's zero in place, so the strike centre reads as already grown.

D20: _PanelSpawnTime was hardcoded to 0f every frame; it now tracks each
panel's own backdated arm instant, so growth keeps advancing correctly on the
frames after spawn instead of collapsing back under the gate.

Pool-rebuild trap (not map-numbered, but load-bearing for the whole pool
argument in §2.4): OnEnable unconditionally rebuilt and OnDisable
unconditionally released, so every SetActive cycle a pooled panel goes through
paid the 1.3-21ms Rebuild cost the pool exists to avoid. OnEnable now only
rebuilds when not yet built; release moves to OnDestroy. ResetSim is also
self-healing (builds if not yet built) rather than depending on OnEnable's
timing, which a batchmode probe showed is not synchronous with
Object.Instantiate in every context this runs in.

D21: Penrose's iteration count was CeilToInt(...)+1, always overshooting the
requested cellSize by a full extra phi-subdivision. Rounding to the nearest
achievable iteration count instead brings Penrose within 2-5x of Hex's cell
count at the same radius/cellSize, down from an order of magnitude.

TilingBuilder.cs gains a CellState mirror struct (matching ShieldCommon.hlsl's
CellState field-for-field) so ResetSim can write growth/temper/breakTime
directly and the Cut 3 verification probe can read them back without a new
readback path.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 13:51:11 +02:00
..
Lightning Move the remaining Assets scripts off Unity.Mathematics 2026-09-14 18:01:54 +02:00
ShieldField Fix D17/D20/D21 and the pool-rebuild trap in ShieldPanel (Cut 3) 2026-09-18 13:51:11 +02:00
Slime Replace the Database Tools with the Studio and cut Unity over 2026-09-14 19:15:20 +02:00
Stardust Restore the stable legacy Unity project 2026-08-10 14:57:50 +01:00
Lightning.meta Restore the stable legacy Unity project 2026-08-10 14:57:50 +01:00
ShieldField.meta Land the six shield-panel sources, ported to built-in and compiling 2026-09-18 06:08:04 +02:00
Slime.meta Trailer Stuff & More 2021-03-27 10:03:24 +00:00
Stardust.meta Lightning 2021-02-04 04:37:47 +00:00