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1,533 Commits over 760 Days - 0.08cph!

3 Months Ago
wrapped DroppedItem RB-removal behaviour behind `droppeditem.remove_rb_on_sleep` convar (defaults off, very experimental) - only changes existing dropped items as they become inactive/active, doesn't go through and remove bodies from anything
3 Months Ago
dropped item improvements with vehicles - item clipping check data stored in LS, behaves properly with boats now instead of falling through all the time - experimenting with destroying/adding RB components instead of setting kinematic
3 Months Ago
kind of hacky BC fix to allow scaling BC without breaking the positions of chains - adjusts LengthModifier by inverse of minimum lossyScale to simulate larger in WS to cancel out the incorrect scale when adjusting transforms in LS with bonestates - need a more legitimate fix for VMs as I hadn't realised how much scale was effecting it
3 Months Ago
merge from wakeaiz_tickrate_optim
3 Months Ago
further decrease wakeaiz tickrate and added jitter, we don't need to tick every fixed update for players entering such giant volumes
3 Months Ago
BC - handle null root chain entries and chains that have no nodes
3 Months Ago
merge from bc_null_chain_fix
4 Months Ago
merge from wakeaiz_tickrate_optim
4 Months Ago
drastically reduce tickrate of WakeAIZ when it becomes active, at worst this will add +10% to the sleepDelaySeconds (usually set to 30s) but will significantly reduce the perf impact of it
4 Months Ago
fix BC serialization issue
4 Months Ago
committing test multichain setup for reference
4 Months Ago
added support to BC for branching chains - rotation is a little iffy, but behaves itself enough to not warrant adding extra constraint control against each child
4 Months Ago
merge from non_trigger_wake_AI - chunky merge, ran s2p on a bunch of monuments
4 Months Ago
s2p for both oilrigs to re-apply fixes from `s2p_particle_flatten_fix`
4 Months Ago
merge from main - kept destination on oilrig prefabs, will rerun s2p
4 Months Ago
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
4 Months Ago
improved WakeAIZ perf - added AnyPlayersInSphereFast to grid queries as we can check the validity ourselves in the filter callback
4 Months Ago
merge from main
4 Months Ago
removed TriggerWakeAIZ, made gizmos less obnoxious, just use player querygrid directly instead of connections
4 Months Ago
replace procedural creation of TriggerWakeAIZ in dungeons with WakeAIZ
4 Months Ago
replacing train tunnel prefabs TriggerWakeAIZ
4 Months Ago
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
4 Months Ago
also copy sleep delay and zones in tool
4 Months Ago
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
4 Months Ago
setup ghostships and tropical islands WakeAIZ again because I changed the serialized format - ran s2p on all islands
4 Months Ago
corrected radius
4 Months Ago
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
4 Months Ago
replaced TriggerWakeAIZ with WakeAIZ on all ghostship variants and tropical variants - ran s2p on all tropical islands
4 Months Ago
corrected inverted sphere gizmo
4 Months Ago
corrected latch, support for puzzlereset ddraw (get PooledList on request, don't track)
4 Months Ago
initial non-trigger AI WakeZone
4 Months Ago
better in-editor usability/visability of RconVars
4 Months Ago
added physics_used_memory profiler record for reading test: dry ran analytics with logs and we're getting expected byte values back from it
4 Months Ago
fixed typo breaking active_dynamic_bodies profile analytic (dev build only)
4 Months Ago
merge from fresh_water_fix
4 Months Ago
freshwater fix - readded following components to world setup prefab - cliff topology - procedural components - ocean topology
4 Months Ago
merge from ddraw_sceneview
4 Months Ago
made ddraw work in the scene view as well, handles Text and ScreenText as well
4 Months Ago
merge from dragbyangle_improvements
4 Months Ago
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
4 Months Ago
added ddraw to playerboat.lookatdragbyangle command
4 Months Ago
merge from junkpile_water_clip_fix
4 Months Ago
realmed removed rigidbody component from junkpile_water_(a/b/c) prefabs
4 Months Ago
merge from main
4 Months Ago
merge from assetscene_from_clean
4 Months Ago
delete AssetScene-X scenes before recreating and populating - trying to reduce chance of GUID changes causing corruption
4 Months Ago
remove submergedFraction condition from buoyancy waking, it's not updated while it sleeps and can brick it
4 Months Ago
merged from buoyancy_sleeping_brick_fix
4 Months Ago
merge from divesite_spawn_optim
4 Months Ago
added +- 30s jitter to Junkpile timeouts, should spread divesites respawning over 30 seconds instead of all on the same frame