userGriglercancel

811 Commits over 395 Days - 0.09cph!

5 Months 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)
5 Months Ago
reconfigure vehicle substeps again when re-enabling wheels as the internal physx vehicle may have been destroyed from disabling them
5 Months Ago
merge from main
5 Months Ago
merge from triggerbase_exclude_layers
5 Months Ago
automatically clear/set exclude layers for all TriggerBase when toggled on/off
5 Months Ago
defaulting triggerbase exclude layers optim to off
5 Months Ago
missing codegen
5 Months Ago
disabling/enabling wheel colliders with sleep state to reduce overhead
5 Months Ago
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5 Months Ago
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5 Months Ago
merge from triggerbase_exclude_layers
5 Months Ago
client compile fix
5 Months Ago
merge from triggerbase_exclude_layers
5 Months Ago
small correction on trigger static list initializing wrong with excludelayers optim disabled
5 Months Ago
cherrypick 114515 - CoarseQueryGrid causing crash on server disconnect
5 Months Ago
merge from main
5 Months Ago
merge from tugboat_sinking_parenting_fix
5 Months Ago
setup parenting volumes on tugboat that allow swimmers, gives better behaviour when the boat is sinking
5 Months Ago
merge from vehicle_build_privilege_fix
5 Months Ago
fixed vehicle building privilege cache reading as false negative
5 Months Ago
separated client/server convars for trigger excludelayer behaviour
5 Months Ago
merge from terrain_ignore_grid
5 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
5 Months Ago
convar usage of excludelayers with triggerbase (default true)
5 Months Ago
merge from garage_door_fixes_2
5 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
5 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
5 Months Ago
fixed two instances of TriggerBase subclasses not calling base and ignoring InterestLayers
5 Months Ago
tool for checking if other components are consuming trigger events for any TriggerBase in prefabs
5 Months Ago
merge from terrain_ignore_grid
5 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)
5 Months Ago
merge from main
5 Months Ago
merge from garage_door_fixes_2
5 Months Ago
fixed parenting issue with door controllers on ClosedCollider io parent
5 Months Ago
re-calcing clamped io line bounds when a line is added, not OnEnable as it can't be relied on for positioning
5 Months Ago
tool for checking trigger exclude layers for TriggerBase across assets
5 Months Ago
merge from coarse_grid_bounds_fix
5 Months Ago
pad CoarseQueryGrid bounds to handle offshore monuments properly - world size is not inclusive of these, just terrain
5 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
5 Months Ago
merge from terrain_ignore_grid
5 Months Ago
merge from main
5 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
5 Months Ago
remove log
5 Months Ago
use world size for coarse grid sizes rather than arbitrary upper limit, reduced cell size for more precision
5 Months Ago
added editor tool to dump CoarseQueryGrid as an image (normalized R8) - highlighted how much the train tunnels screw this optim
5 Months Ago
cleanup
5 Months Ago
better profiler marking
5 Months Ago
merge from train_prevent_building