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1,309 Commits over 548 Days - 0.10cph!

9 Months Ago
merge from wheel_collider_optim
9 Months Ago
merge from main
9 Months Ago
merge from backpack_refreshes_clothing_fix
9 Months Ago
using cached FixedString bone names to FindBones in job, removes alloc and significantly faster for setups that add a lot of bones to the skeleton
9 Months Ago
split container content hashes into deep and shallow, only used to determine if player clothing needs updating - using shallow for clothing so that backpack contents changing doesn't refresh all the clothing
9 Months Ago
small improvements/fixes to particle erosion setup - starting to look like a bad approach for us though
9 Months Ago
pretty dirty WIP approach to erosion in a job, needs cleanup and splat writing fixing
9 Months Ago
terrain topology radius samples run through burst job, even when called from other threads - 5000 size map without monuments, trains, roads takes 96s rather than 510s to generate, significant reduction in river layout and shore vector generation
9 Months Ago
TerrainMap uses NativeArray instead of managed
9 Months Ago
merge from main
9 Months Ago
merge from main
9 Months Ago
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10 Months Ago
force anything derived from BaseVehicleMountPoint to opt-in to get a VehicleFixedUpdate, no current cases as they don't need the boundary push behaviour and nothing is implementing it currently - avoids adding it to the AllMountables processing list so avoids unecessary null check overhead as well
10 Months Ago
stationary player helis return cached grounded state instead of always calculating it
10 Months Ago
subs get boundary checks as well
10 Months Ago
merge from main
10 Months Ago
on by default
10 Months Ago
applied wheel toggling with sleepstate to helis and horses
10 Months Ago
merge from main
10 Months Ago
reduced amount rigidbody pos/rot is accessed when determining if a ModularCar is stationary, it was causing multiple unecessary transform syncs
10 Months Ago
use HasDriver flag instead of always searching for a driver seat for vehicles (reduces a lot of overhead from unoccupied vehicles, especially modular cars)
10 Months Ago
reconfigure vehicle substeps again when re-enabling wheels as the internal physx vehicle may have been destroyed from disabling them
10 Months Ago
merge from main
10 Months Ago
merge from triggerbase_exclude_layers
10 Months Ago
automatically clear/set exclude layers for all TriggerBase when toggled on/off
10 Months Ago
defaulting triggerbase exclude layers optim to off
10 Months Ago
missing codegen
10 Months Ago
disabling/enabling wheel colliders with sleep state to reduce overhead
10 Months Ago
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10 Months Ago
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10 Months Ago
client compile fix
10 Months Ago
small correction on trigger static list initializing wrong with excludelayers optim disabled
10 Months Ago
merge from main
10 Months Ago
merge from tugboat_sinking_parenting_fix
10 Months Ago
setup parenting volumes on tugboat that allow swimmers, gives better behaviour when the boat is sinking
10 Months Ago
merge from vehicle_build_privilege_fix
10 Months Ago
fixed vehicle building privilege cache reading as false negative
10 Months Ago
separated client/server convars for trigger excludelayer behaviour
10 Months Ago
merge from terrain_ignore_grid
10 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
10 Months Ago
convar usage of excludelayers with triggerbase (default true)
10 Months Ago
merge from garage_door_fixes_2
10 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
10 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
10 Months Ago
fixed two instances of TriggerBase subclasses not calling base and ignoring InterestLayers
10 Months Ago
tool for checking if other components are consuming trigger events for any TriggerBase in prefabs
10 Months Ago
merge from terrain_ignore_grid
10 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)
10 Months Ago
merge from main