Small correctness fixes - #419
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FastestMolasses
commented
Sep 6, 2026
| var bestIndex0 = 0; | ||
| //While depth is the dominant heuristic, extremity is used as a bias to keep initial contact selection a little more consistent in near-equal cases. | ||
| var extremityScale = epsilonScale * 1e-2f; | ||
| const float extremityScale = 1e-2f; |
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This change was in reference to a similar change in the file from this commit:
9cdaaff#diff-7493f9e331a5a9f0e17ecccad6862552a08b6a55acbf485f2115ae38b679e0e2R191
Seems there were 2 cases of this in the file
FastestMolasses
commented
Sep 6, 2026
| { | ||
| Array.Resize(ref topLevelMatrix[i], newSize); | ||
| for (int j = oldSize; j < newSize; ++j) | ||
| for (int j = i < oldSize ? oldSize : 0; j < newSize; ++j) |
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Previously newly added rows get default initialized to have TaskIndex = 0 instead of TaskIndex = -1
FastestMolasses
commented
Sep 6, 2026
| rayHitHandler.OnRayHit(*ray, ref *maximumT, t, normal, 0); | ||
| } | ||
| } | ||
| break; |
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For this single threaded branch, we already compute all ray sources
FastestMolasses
commented
Sep 6, 2026
| } | ||
| } | ||
| //Regardless of why the loop stopped (capacity, node count, or a small node), everything before nodeIndex has been handled as isolated nodes. | ||
| var earlyIsolatedNodeIntervalEnd = nodeIndex; |
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earlyIsolatedNodeIntervalEnd stays at 0 if the for loop conditions terminates the loop so we move i outside the loop
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