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10,922 Commits over 3,959 Days - 0.11cph!

9 Years Ago
Manifest
9 Years Ago
Fixed NRE in SoundPlayer
9 Years Ago
LOD grid components are now supported on pooled objects Building skin instantiates are now pooled
9 Years Ago
Fixed NRE on server start (maybe)
9 Years Ago
Fixed stability neighbour refreshes
9 Years Ago
Merge from effectpooling
9 Years Ago
Don't try to pool objects when quitting
9 Years Ago
Don't try to pool objects that have alrady been destroyed by someone else
9 Years Ago
Group effects without parent in the editor
9 Years Ago
Merge from main
9 Years Ago
Pool prefab instantiates of effects, decals and dynamic decor
9 Years Ago
Added PrefabPool and set some things up in GameManager
9 Years Ago
Preparations
9 Years Ago
Extension method / utility class cleanup
9 Years Ago
status console command should never crash
9 Years Ago
First OOM exception also has the OOM tag set
9 Years Ago
Dump contains number of batched colliders Added batching.status console command
9 Years Ago
Run GC before the loading screen disappears (join, respawn)
9 Years Ago
Effect changes compile fix Spawning effects with DecalRecycle is also okay (not just EffectRecycle)
9 Years Ago
fireballs use proper sound balancing (no dynamic memory allocations, no physics calls, better performance)
9 Years Ago
Fixed warning in Gib class
9 Years Ago
Merge from collider-batching (beware dev servers, hide yo savegame backups)
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
Cleaned up gib spawning mess (made gibs bypass prefab preprocessing and caused huge effect spam)
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
GameTrace samples terrain splat materials
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
Don't reallocate player lists every frame in PatrolHelicopterAI
9 Years Ago
Clamp graphics.af between 1 and 16
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
Rebuilt shader variants
9 Years Ago
Added shaderwarmup convar (run with -shaderwarmup 0 to disable it) Renamed warmupmode convar to assetwarmup (now only affects asset warmup, not shader warmup)
9 Years Ago
Unity 5.2.0p1