fix(MultiscalePartitioningEngineView): began work to call the QSE solver every timestep

one major issue was that QSE solving was only running at each partition. This was creating effectivley infinite sources of partitioned species. Now we partition when engine updates are triggered, however, solveQSEAbundance is called every timestep. This has major performance implications and so has required a lot of optimization to make it even somewhat viable. For now construction is much slower. Time per iteration is still slower than it was before; however, it is tractable. There is also currently too much stiffness in the network. This is likeley a bug that was introduced in this refactoring which will be addressed soon.
This commit is contained in:
2025-11-12 16:54:12 -05:00
parent 741a11d256
commit 81cca35130
20 changed files with 446 additions and 697 deletions

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[wrap-git]
url = https://github.com/4D-STAR/fourdst
revision = v0.9.4
revision = v0.9.5
depth = 1