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1,411 Commits over 610 Days - 0.10cph!

12 Months Ago
fixed editor-only memory leak when assemblies/domain are reloaded and scriptable objects aren't destroyed (but the native memory falls out underneath)
12 Months Ago
merge from main
12 Months Ago
merge from wheel_collider_optim
12 Months Ago
merge from main
12 Months Ago
merge from backpack_refreshes_clothing_fix
12 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
12 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
12 Months Ago
small improvements/fixes to particle erosion setup - starting to look like a bad approach for us though
12 Months Ago
pretty dirty WIP approach to erosion in a job, needs cleanup and splat writing fixing
12 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
12 Months 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