branchrust_reboot/main/collider-batchingcancel
34 Commits over 31 Days - 0.05cph!
Pool allocator clear resets allocation counters
Pool allocator improvements
Batch all colliders after loading a save
Reenable child collider when it leaves a collider batch
Switch to non-batched colliders when a collider is destroyed (until the next batching update has been processed)
Added proper AI obstacles to building pieces
GameTrace uses pool allocator lists instead of lambdas
RaycastHit batched collider extension methods never return null
HitInfo has GetEntity extension method that resolves batched colliders
GameTrace resolves batched colliders
Collider batches cache their member's bounds, use them for closest point checks (fixes stability issue)
Added Vis class for spatial entity, collider and component queries
Added PoolAllocator (only supports lists for now)
Added deploy volume that uses the entity bounds for its placement check
Added line of sight, closest point, distance and squared distance getters to BaseEntity (OBB-based)
Don't batch door colliders
Batched colliders refresh when the meshes of their children change
Batched colliders refresh when the physic materials of their children change
Batched colliders use the layer of their children
More batched collider reverse lookup stuff
Added reverse lookup for batched mesh colliders
Added collider grid with load balancing
Added collider mesh batching