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1,366 Commits over 610 Days - 0.09cph!

12 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
12 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
12 Months Ago
fixed two instances of TriggerBase subclasses not calling base and ignoring InterestLayers
12 Months Ago
tool for checking if other components are consuming trigger events for any TriggerBase in prefabs
12 Months Ago
merge from terrain_ignore_grid
12 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)
12 Months Ago
merge from main
12 Months Ago
merge from garage_door_fixes_2
12 Months Ago
fixed parenting issue with door controllers on ClosedCollider io parent
12 Months Ago
re-calcing clamped io line bounds when a line is added, not OnEnable as it can't be relied on for positioning
12 Months Ago
tool for checking trigger exclude layers for TriggerBase across assets
12 Months Ago
merge from coarse_grid_bounds_fix
12 Months Ago
pad CoarseQueryGrid bounds to handle offshore monuments properly - world size is not inclusive of these, just terrain
12 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
12 Months Ago
merge from terrain_ignore_grid
12 Months Ago
merge from main
12 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
12 Months Ago
remove log
12 Months Ago
use world size for coarse grid sizes rather than arbitrary upper limit, reduced cell size for more precision
12 Months Ago
added editor tool to dump CoarseQueryGrid as an image (normalized R8) - highlighted how much the train tunnels screw this optim
12 Months Ago
cleanup
12 Months Ago
better profiler marking
12 Months Ago
merge from train_prevent_building
12 Months Ago
added preventbuild volumes to unloadable train wagons
12 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
12 Months Ago
merge from train_prevent_building
12 Months Ago
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12 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)
12 Months Ago
fixed wrong check stopping consoletoggle params from working
12 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
12 Months Ago
merge from bike_ragdoll_fixes
12 Months Ago
ensure ragdoll velocity timeout is always initialized in cases where ragdolls spawn with near-zero velocity
1 Year Ago
gave rc drones a grenade inventory and the ability to drop grenades out of it
1 Year Ago
made it juiicier - better controls, hip movement with bouncing, threw some mats on, added some suspension sounds with the bouncing
1 Year Ago
initial pogostick setup, hold shift to pogo and pid-controlled leaning to change the direction manifest gen
1 Year Ago
setup constractble entity for handcar, letting you deploy it onto rail and then construct it in-place like siege weapons
1 Year 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
1 Year 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
1 Year 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
1 Year Ago
turned wind off on HandcarFunc mat
1 Year Ago
wheels actually spin - includes quick tool to create a parent for sibling transforms positioned at the centre of their render bounds
1 Year 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
1 Year Ago
basic pumping and setting correct ikset for each mount point
1 Year Ago
handcar seat setup with some hand ik targets manifest
1 Year Ago
small vehicle editor fix to not spam assert errors when no mount points are set
1 Year Ago
setup basic handcar prefab, able to move on track by just setting a force override convar at the moment manifest gen + codegen
1 Year Ago
moved handcar under trains folder
1 Year Ago
reverting scene changes from merge that look unintentional
1 Year Ago
merge from handcar