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1,282 Commits over 548 Days - 0.10cph!

9 Months Ago
disabling/enabling wheel colliders with sleep state to reduce overhead
9 Months Ago
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9 Months Ago
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9 Months Ago
client compile fix
9 Months Ago
small correction on trigger static list initializing wrong with excludelayers optim disabled
9 Months Ago
merge from main
9 Months Ago
merge from tugboat_sinking_parenting_fix
9 Months Ago
setup parenting volumes on tugboat that allow swimmers, gives better behaviour when the boat is sinking
9 Months Ago
merge from vehicle_build_privilege_fix
9 Months Ago
fixed vehicle building privilege cache reading as false negative
9 Months Ago
separated client/server convars for trigger excludelayer behaviour
9 Months Ago
merge from terrain_ignore_grid
9 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
9 Months Ago
convar usage of excludelayers with triggerbase (default true)
9 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
10 Months Ago
merge from garage_door_fixes_2
10 Months Ago
fixed parenting issue with door controllers on ClosedCollider io parent
10 Months Ago
re-calcing clamped io line bounds when a line is added, not OnEnable as it can't be relied on for positioning
10 Months Ago
tool for checking trigger exclude layers for TriggerBase across assets
10 Months Ago
merge from coarse_grid_bounds_fix
10 Months Ago
pad CoarseQueryGrid bounds to handle offshore monuments properly - world size is not inclusive of these, just terrain
10 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
10 Months Ago
merge from terrain_ignore_grid
10 Months Ago
merge from main
10 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
10 Months Ago
remove log
10 Months Ago
use world size for coarse grid sizes rather than arbitrary upper limit, reduced cell size for more precision
10 Months Ago
added editor tool to dump CoarseQueryGrid as an image (normalized R8) - highlighted how much the train tunnels screw this optim
10 Months Ago
cleanup
10 Months Ago
better profiler marking
10 Months Ago
merge from train_prevent_building
10 Months Ago
added preventbuild volumes to unloadable train wagons
10 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
10 Months Ago
merge from train_prevent_building
10 Months Ago
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10 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)
10 Months Ago
fixed wrong check stopping consoletoggle params from working
10 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
10 Months Ago
merge from bike_ragdoll_fixes
10 Months Ago
ensure ragdoll velocity timeout is always initialized in cases where ragdolls spawn with near-zero velocity
10 Months Ago
gave rc drones a grenade inventory and the ability to drop grenades out of it