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