722 Commits over 304 Days - 0.10cph!
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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
stationary player helis return cached grounded state instead of always calculating it
subs get boundary checks as well
applied wheel toggling with sleepstate to helis and horses
reduced amount rigidbody pos/rot is accessed when determining if a ModularCar is stationary, it was causing multiple unecessary transform syncs
use HasDriver flag instead of always searching for a driver seat for vehicles (reduces a lot of overhead from unoccupied vehicles, especially modular cars)
reconfigure vehicle substeps again when re-enabling wheels as the internal physx vehicle may have been destroyed from disabling them
merge from triggerbase_exclude_layers
automatically clear/set exclude layers for all TriggerBase when toggled on/off
defaulting triggerbase exclude layers optim to off
disabling/enabling wheel colliders with sleep state to reduce overhead
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merge from triggerbase_exclude_layers
merge from triggerbase_exclude_layers
small correction on trigger static list initializing wrong with excludelayers optim disabled
cherrypick
114515 - CoarseQueryGrid causing crash on server disconnect
merge from tugboat_sinking_parenting_fix
setup parenting volumes on tugboat that allow swimmers, gives better behaviour when the boat is sinking
merge from vehicle_build_privilege_fix
fixed vehicle building privilege cache reading as false negative
separated client/server convars for trigger excludelayer behaviour
merge from terrain_ignore_grid
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
convar usage of excludelayers with triggerbase (default true)
merge from garage_door_fixes_2
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
setting excludelayers on child trigger colliders to match inverted interestlayers in Awake
- convars to clear and setup all TriggerBase excludelayers for profiling purposes
fixed two instances of TriggerBase subclasses not calling base and ignoring InterestLayers
tool for checking if other components are consuming trigger events for any TriggerBase in prefabs
merge from terrain_ignore_grid
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)
merge from garage_door_fixes_2
fixed parenting issue with door controllers on ClosedCollider io parent
re-calcing clamped io line bounds when a line is added, not OnEnable as it can't be relied on for positioning
tool for checking trigger exclude layers for TriggerBase across assets
merge from coarse_grid_bounds_fix
pad CoarseQueryGrid bounds to handle offshore monuments properly
- world size is not inclusive of these, just terrain