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
9 Years Ago
Merge from main
9 Years Ago
Batched colliders refresh when the meshes of their children change
9 Years Ago
Batched colliders refresh when the physic materials of their children change
9 Years Ago
Batched colliders use the layer of their children
9 Years Ago
Prefabs, usability
9 Years Ago
Cleanup
9 Years Ago
Collider grid prefab
9 Years Ago
More batched collider reverse lookup stuff
9 Years Ago
Added reverse lookup for batched mesh colliders
9 Years Ago
Added collider grid with load balancing Added collider mesh batching