userandrecancel
branchrust_reboot/main/collider-batchingcancel

34 Commits over 31 Days - 0.05cph!

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