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1,460 Commits over 638 Days - 0.10cph!

1 Year Ago
merge from main
1 Year Ago
merge from wheel_collider_optim
1 Year Ago
merge from main
1 Year Ago
merge from backpack_refreshes_clothing_fix
1 Year 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
1 Year 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
1 Year Ago
small improvements/fixes to particle erosion setup - starting to look like a bad approach for us though
1 Year Ago
pretty dirty WIP approach to erosion in a job, needs cleanup and splat writing fixing
1 Year 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
1 Year Ago
TerrainMap uses NativeArray instead of managed
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
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1 Year 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
1 Year Ago
stationary player helis return cached grounded state instead of always calculating it
1 Year Ago
subs get boundary checks as well
1 Year Ago
merge from main
1 Year Ago
on by default
1 Year Ago
applied wheel toggling with sleepstate to helis and horses
1 Year Ago
merge from main
1 Year Ago
reduced amount rigidbody pos/rot is accessed when determining if a ModularCar is stationary, it was causing multiple unecessary transform syncs
1 Year 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)
1 Year Ago
reconfigure vehicle substeps again when re-enabling wheels as the internal physx vehicle may have been destroyed from disabling them
1 Year Ago
merge from main
1 Year Ago
merge from triggerbase_exclude_layers
1 Year Ago
automatically clear/set exclude layers for all TriggerBase when toggled on/off
1 Year Ago
defaulting triggerbase exclude layers optim to off
1 Year Ago
missing codegen
1 Year Ago
disabling/enabling wheel colliders with sleep state to reduce overhead
1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
client compile fix
1 Year Ago
small correction on trigger static list initializing wrong with excludelayers optim disabled
1 Year Ago
merge from main
1 Year Ago
merge from tugboat_sinking_parenting_fix
1 Year Ago
setup parenting volumes on tugboat that allow swimmers, gives better behaviour when the boat is sinking
1 Year Ago
merge from vehicle_build_privilege_fix
1 Year Ago
fixed vehicle building privilege cache reading as false negative
1 Year Ago
separated client/server convars for trigger excludelayer behaviour
1 Year Ago
merge from terrain_ignore_grid
1 Year 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
1 Year Ago
convar usage of excludelayers with triggerbase (default true)
1 Year Ago
merge from garage_door_fixes_2
1 Year 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
1 Year Ago
setting excludelayers on child trigger colliders to match inverted interestlayers in Awake - convars to clear and setup all TriggerBase excludelayers for profiling purposes
1 Year Ago
fixed two instances of TriggerBase subclasses not calling base and ignoring InterestLayers
1 Year Ago
tool for checking if other components are consuming trigger events for any TriggerBase in prefabs
1 Year Ago
merge from terrain_ignore_grid
1 Year 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)