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796 Commits over 395 Days - 0.08cph!

4 Months Ago
cherrypick 114515 - CoarseQueryGrid causing crash on server disconnect
4 Months Ago
merge from main
4 Months Ago
merge from tugboat_sinking_parenting_fix
4 Months Ago
setup parenting volumes on tugboat that allow swimmers, gives better behaviour when the boat is sinking
4 Months Ago
merge from vehicle_build_privilege_fix
4 Months Ago
fixed vehicle building privilege cache reading as false negative
4 Months Ago
separated client/server convars for trigger excludelayer behaviour
4 Months Ago
merge from terrain_ignore_grid
4 Months 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
4 Months Ago
convar usage of excludelayers with triggerbase (default true)
4 Months Ago
merge from garage_door_fixes_2
4 Months 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
4 Months Ago
setting excludelayers on child trigger colliders to match inverted interestlayers in Awake - convars to clear and setup all TriggerBase excludelayers for profiling purposes
4 Months Ago
fixed two instances of TriggerBase subclasses not calling base and ignoring InterestLayers
4 Months Ago
tool for checking if other components are consuming trigger events for any TriggerBase in prefabs
4 Months Ago
merge from terrain_ignore_grid
4 Months 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)
4 Months Ago
merge from main
4 Months Ago
merge from garage_door_fixes_2
4 Months Ago
fixed parenting issue with door controllers on ClosedCollider io parent
4 Months Ago
re-calcing clamped io line bounds when a line is added, not OnEnable as it can't be relied on for positioning
4 Months Ago
tool for checking trigger exclude layers for TriggerBase across assets
4 Months Ago
merge from coarse_grid_bounds_fix
4 Months Ago
pad CoarseQueryGrid bounds to handle offshore monuments properly - world size is not inclusive of these, just terrain
4 Months 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
4 Months Ago
merge from terrain_ignore_grid
4 Months Ago
merge from main
4 Months 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
4 Months Ago
remove log
4 Months Ago
use world size for coarse grid sizes rather than arbitrary upper limit, reduced cell size for more precision
4 Months Ago
added editor tool to dump CoarseQueryGrid as an image (normalized R8) - highlighted how much the train tunnels screw this optim
4 Months Ago
cleanup
4 Months Ago
better profiler marking
4 Months Ago
merge from train_prevent_building
4 Months Ago
added preventbuild volumes to unloadable train wagons
5 Months 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
5 Months Ago
merge from train_prevent_building
5 Months Ago
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5 Months 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)
5 Months Ago
fixed wrong check stopping consoletoggle params from working
5 Months 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
5 Months Ago
merge from bike_ragdoll_fixes
5 Months Ago
ensure ragdoll velocity timeout is always initialized in cases where ragdolls spawn with near-zero velocity
5 Months Ago
gave rc drones a grenade inventory and the ability to drop grenades out of it
5 Months Ago
made it juiicier - better controls, hip movement with bouncing, threw some mats on, added some suspension sounds with the bouncing
5 Months Ago
initial pogostick setup, hold shift to pogo and pid-controlled leaning to change the direction manifest gen
5 Months Ago
setup constractble entity for handcar, letting you deploy it onto rail and then construct it in-place like siege weapons
5 Months 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
5 Months 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