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1,411 Commits over 610 Days - 0.10cph!

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)
1 Year Ago
merge from main
1 Year Ago
merge from garage_door_fixes_2
1 Year Ago
fixed parenting issue with door controllers on ClosedCollider io parent
1 Year Ago
re-calcing clamped io line bounds when a line is added, not OnEnable as it can't be relied on for positioning
1 Year Ago
tool for checking trigger exclude layers for TriggerBase across assets
1 Year Ago
merge from coarse_grid_bounds_fix
1 Year Ago
pad CoarseQueryGrid bounds to handle offshore monuments properly - world size is not inclusive of these, just terrain
1 Year 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
1 Year Ago
merge from terrain_ignore_grid
1 Year Ago
merge from main
1 Year 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
1 Year Ago
remove log
1 Year Ago
use world size for coarse grid sizes rather than arbitrary upper limit, reduced cell size for more precision
1 Year Ago
added editor tool to dump CoarseQueryGrid as an image (normalized R8) - highlighted how much the train tunnels screw this optim
1 Year Ago
cleanup
1 Year Ago
better profiler marking
1 Year Ago
merge from train_prevent_building
1 Year Ago
added preventbuild volumes to unloadable train wagons
1 Year 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
1 Year Ago
merge from train_prevent_building
1 Year Ago
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1 Year 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)
1 Year Ago
fixed wrong check stopping consoletoggle params from working
1 Year 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
1 Year Ago
merge from bike_ragdoll_fixes
1 Year 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
1 Year Ago
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1 Year Ago
added mountanybox command to mount first non-mounted bot in targeted vehicle (or create a bot for it if non exist)
1 Year Ago
corrected AABB distance check (only used in HitBoxSystem and difference not significant for current projectile sizes)
1 Year Ago
properly force resetting player entity rotation and view angles for remote players when dismounting
1 Year Ago
fixed horse ragdolling twice due to damage events not having been cleared from before ragdolling