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688 Commits over 273 Days - 0.11cph!

25 Days Ago
made CoarseQueryGrid structure safe to interact with after disposal - logs errors if you somehow add trigger bounds to it after disposal, not happened yet - silently ignores attempts to remove bounds - any checks pass as if further physics checks are required, as a fallback
25 Days Ago
convar usage of excludelayers with triggerbase (default true)
25 Days Ago
merge from garage_door_fixes_2
28 Days Ago
use a transform parameter to define the local bounds for clamping the wire position to, avoids issues with bounds being initialized differently with different door states
28 Days Ago
setting excludelayers on child trigger colliders to match inverted interestlayers in Awake - convars to clear and setup all TriggerBase excludelayers for profiling purposes
28 Days Ago
fixed two instances of TriggerBase subclasses not calling base and ignoring InterestLayers
28 Days Ago
tool for checking if other components are consuming trigger events for any TriggerBase in prefabs
28 Days Ago
merge from terrain_ignore_grid
28 Days Ago
just split the coarse query grid to have a Check and CheckJob function to call from burst and managed contexts respectively (not as cool as the previous solution, but doesn't rely on compiler shenanigans)
28 Days Ago
merge from main
28 Days Ago
merge from garage_door_fixes_2
28 Days Ago
fixed parenting issue with door controllers on ClosedCollider io parent
28 Days Ago
re-calcing clamped io line bounds when a line is added, not OnEnable as it can't be relied on for positioning
29 Days Ago
tool for checking trigger exclude layers for TriggerBase across assets
29 Days Ago
merge from coarse_grid_bounds_fix
29 Days Ago
pad CoarseQueryGrid bounds to handle offshore monuments properly - world size is not inclusive of these, just terrain
30 Days Ago
experimentally routing calls to queries from a non-burst context to run a burst compiled job on the main thread and calls from burst contexts to directly run the code - uses a mixture of BurstDiscard and compiler hints to avoid compiling any branching into burst-compiled code - twice as fast than just burst compiling the function calls and calling it directly from managed/non-managed contexts - at least 10x faster for larger queries in worst cases (empty grid) and negligable difference for small queries
30 Days Ago
merge from terrain_ignore_grid
30 Days Ago
merge from main
31 Days Ago
coarse query grid split into upper and lower slices, avoiding tunnels flooding the map - trigger bounds that cross theshold are represented in both - only queries that cross theshold query both grids - using initial caves network visibility threshold to separate as eliminating tunnels from the main above-ground usage is the main goal here and this works well for that - increased cell size again, more granularity isn't needed now
31 Days Ago
remove log
31 Days Ago
use world size for coarse grid sizes rather than arbitrary upper limit, reduced cell size for more precision
31 Days Ago
added editor tool to dump CoarseQueryGrid as an image (normalized R8) - highlighted how much the train tunnels screw this optim
31 Days Ago
cleanup
31 Days Ago
better profiler marking
31 Days Ago
merge from train_prevent_building
31 Days Ago
added preventbuild volumes to unloadable train wagons
32 Days Ago
initial grid setup - common job-friendly QueryGrid structure that also replaces the checks made in WaterVisibilityGrid, they would still need to be followed up by physics queries though - needs cleanup
32 Days Ago
merge from train_prevent_building
32 Days Ago
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35 Days Ago
LOS tests, split into two tests - first generates random test cases from a basic setup - second loads the saved set of failing cases (created by running first test with a convar on)
35 Days Ago
fixed wrong check stopping consoletoggle params from working
36 Days Ago
added a "what uses this in this prefab?" that's only accessible from a prefab view but is way faster than unity's "Find References in Scene" - prints the whole GameObject.Component.PropertyPath name to make it easier to find in the component as well
36 Days Ago
merge from bike_ragdoll_fixes
36 Days Ago
ensure ragdoll velocity timeout is always initialized in cases where ragdolls spawn with near-zero velocity
36 Days Ago
gave rc drones a grenade inventory and the ability to drop grenades out of it
37 Days Ago
made it juiicier - better controls, hip movement with bouncing, threw some mats on, added some suspension sounds with the bouncing
37 Days Ago
initial pogostick setup, hold shift to pogo and pid-controlled leaning to change the direction manifest gen
37 Days Ago
setup constractble entity for handcar, letting you deploy it onto rail and then construct it in-place like siege weapons
38 Days Ago
made handcar deployable, with a new socketmed_rail that requires it to be within a defined radius of a rail and aligns it to the spline
38 Days Ago
fixed mount preview players not drawing legs in most cases - re-assigend renderers to LODGroup in skin_legs.male.prefab, shouldn't affect anything else because we manage it separately from that anyway - also added toggle for mount position/eyeposition handles on vehicles
38 Days Ago
better control of max speed of handcar (previously could reach the general max train speed), pumping speed is driven from both player input and track speed, better ik placement
38 Days Ago
turned wind off on HandcarFunc mat
38 Days Ago
wheels actually spin - includes quick tool to create a parent for sibling transforms positioned at the centre of their render bounds
38 Days Ago
setup pumping on the handcar - consumes metabolism over time, similair to bicycle - also switch seats to use the horse pose because it's funnier
39 Days Ago
basic pumping and setting correct ikset for each mount point
39 Days Ago
handcar seat setup with some hand ik targets manifest
39 Days Ago
small vehicle editor fix to not spam assert errors when no mount points are set
39 Days Ago
setup basic handcar prefab, able to move on track by just setting a force override convar at the moment manifest gen + codegen