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1,808 Commits over 822 Days - 0.09cph!

6 Months Ago
added test to see if pasted boats are positionally stable to check assumption of other tests (they aren't)
6 Months Ago
6 Months Ago
added simple drag-by-angle consistency tests - replaced galleon copypaste data with square/rectangle/triangle simple boat shapes
6 Months Ago
testlist export
6 Months Ago
basic test that boat can be pasted and is floating in water
6 Months Ago
merge from main
6 Months Ago
refactored to ScopedOcean to setup fixture-scoped flat ocean
6 Months Ago
minimum setup required to run a test with ocean
6 Months Ago
merge from droppeditem_improvements (compile fix)
6 Months Ago
merge from droppeditem_improvements (compile fix)
6 Months Ago
compile fixes
6 Months Ago
merge from droppeditem_improvements
6 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
6 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
6 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
6 Months Ago
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6 Months Ago
merge from wakeaiz_tickrate_optim
6 Months Ago
further decrease wakeaiz tickrate and added jitter, we don't need to tick every fixed update for players entering such giant volumes
6 Months Ago
BC - handle null root chain entries and chains that have no nodes
6 Months Ago
merge from bc_null_chain_fix
6 Months Ago
merge from wakeaiz_tickrate_optim
6 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
6 Months Ago
fix BC serialization issue
6 Months Ago
committing test multichain setup for reference
6 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
6 Months Ago
merge from non_trigger_wake_AI - chunky merge, ran s2p on a bunch of monuments
6 Months Ago
s2p for both oilrigs to re-apply fixes from `s2p_particle_flatten_fix`
6 Months Ago
merge from main - kept destination on oilrig prefabs, will rerun s2p
6 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
6 Months Ago
improved WakeAIZ perf - added AnyPlayersInSphereFast to grid queries as we can check the validity ourselves in the filter callback
6 Months Ago
merge from main
7 Months Ago
removed TriggerWakeAIZ, made gizmos less obnoxious, just use player querygrid directly instead of connections
7 Months Ago
replace procedural creation of TriggerWakeAIZ in dungeons with WakeAIZ
7 Months Ago
replacing train tunnel prefabs TriggerWakeAIZ
7 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
7 Months Ago
also copy sleep delay and zones in tool
7 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
7 Months Ago
setup ghostships and tropical islands WakeAIZ again because I changed the serialized format - ran s2p on all islands
7 Months Ago
corrected radius
7 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
7 Months Ago
replaced TriggerWakeAIZ with WakeAIZ on all ghostship variants and tropical variants - ran s2p on all tropical islands
7 Months Ago
corrected inverted sphere gizmo
7 Months Ago
corrected latch, support for puzzlereset ddraw (get PooledList on request, don't track)
7 Months Ago
initial non-trigger AI WakeZone
7 Months Ago
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