1,432 Commits over 638 Days - 0.09cph!
merge from non_trigger_wake_AI
- chunky merge, ran s2p on a bunch of monuments
s2p for both oilrigs to re-apply fixes from `s2p_particle_flatten_fix`
merge from main
- kept destination on oilrig prefabs, will rerun s2p
refactor to allow subscriptions to nodes of the Grid<>, this lets us sleep the polling when the coarse query grid is completely empty and resume ticking it when it is populated again
improved WakeAIZ perf - added AnyPlayersInSphereFast to grid queries as we can check the validity ourselves in the filter callback
removed TriggerWakeAIZ, made gizmos less obnoxious, just use player querygrid directly instead of connections
replace procedural creation of TriggerWakeAIZ in dungeons with WakeAIZ
replacing train tunnel prefabs TriggerWakeAIZ
replaced all TriggerWakeAIZ in all monuments and ran s2p - train tunnels still left
- airfield
- artic_research_base
- bandit_town
- compund
- desert_military_base a/b/c/d
- excavator
- military_tunnel
- oilrig / oilrig_small
- trainyard
also copy sleep delay and zones in tool
quick tool to convert TriggerWakeAIZ with a button
- also made it so BaseEditorExAttribute can invoke a method for isTrue/isFalse instead of just reading fields/properties
setup ghostships and tropical islands WakeAIZ again because I changed the serialized format
- ran s2p on all islands
optional box support, re-uses x component of vec3 size for radius otherwise
- uses largest extension for network radius check and then a coarse OBB<->triggerpoint intersection to determine actual contents
replaced TriggerWakeAIZ with WakeAIZ on all ghostship variants and tropical variants
- ran s2p on all tropical islands
corrected inverted sphere gizmo
corrected latch, support for puzzlereset ddraw (get PooledList on request, don't track)
initial non-trigger AI WakeZone
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better in-editor usability/visability of RconVars
added physics_used_memory profiler record for reading
test: dry ran analytics with logs and we're getting expected byte values back from it
fixed typo breaking active_dynamic_bodies profile analytic (dev build only)
merge from fresh_water_fix
freshwater fix - readded following components to world setup prefab
- cliff topology
- procedural components
- ocean topology
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merge from ddraw_sceneview
made ddraw work in the scene view as well, handles Text and ScreenText as well
merge from dragbyangle_improvements
improved consistency on dag-by-angle calculations on player boats
- changed from batched raycasts to batched spherecasts
- actually check if the hull the cast hit is from the boat we care about
- casts are made from the center of the hull bounds, avoid edge case where this was skimming the top of the boat
added ddraw to playerboat.lookatdragbyangle command
merge from junkpile_water_clip_fix
realmed removed rigidbody component from junkpile_water_(a/b/c) prefabs
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merge from assetscene_from_clean
delete AssetScene-X scenes before recreating and populating - trying to reduce chance of GUID changes causing corruption
remove submergedFraction condition from buoyancy waking, it's not updated while it sleeps and can brick it
merged from buoyancy_sleeping_brick_fix
merge from divesite_spawn_optim
added +- 30s jitter to Junkpile timeouts, should spread divesites respawning over 30 seconds instead of all on the same frame
merge from divesite_spawn_optim