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1,831 Commits over 852 Days - 0.09cph!

7 Months Ago
s2p for both oilrigs to re-apply fixes from `s2p_particle_flatten_fix`
7 Months Ago
merge from main - kept destination on oilrig prefabs, will rerun s2p
7 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
7 Months Ago
improved WakeAIZ perf - added AnyPlayersInSphereFast to grid queries as we can check the validity ourselves in the filter callback
7 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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7 Months Ago
better in-editor usability/visability of RconVars
7 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
7 Months Ago
fixed typo breaking active_dynamic_bodies profile analytic (dev build only)
7 Months Ago
merge from fresh_water_fix
7 Months Ago
freshwater fix - readded following components to world setup prefab - cliff topology - procedural components - ocean topology
7 Months Ago
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7 Months Ago
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7 Months Ago
merge from ddraw_sceneview
7 Months Ago
made ddraw work in the scene view as well, handles Text and ScreenText as well
7 Months Ago
merge from dragbyangle_improvements
7 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
7 Months Ago
added ddraw to playerboat.lookatdragbyangle command
7 Months Ago
merge from junkpile_water_clip_fix
7 Months Ago
realmed removed rigidbody component from junkpile_water_(a/b/c) prefabs
8 Months Ago
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8 Months Ago
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8 Months Ago
merge from main
8 Months Ago
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8 Months Ago
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8 Months Ago
merge from assetscene_from_clean
8 Months Ago
delete AssetScene-X scenes before recreating and populating - trying to reduce chance of GUID changes causing corruption
8 Months Ago
remove submergedFraction condition from buoyancy waking, it's not updated while it sleeps and can brick it
8 Months Ago
merged from buoyancy_sleeping_brick_fix
8 Months Ago
merge from divesite_spawn_optim
8 Months Ago
added +- 30s jitter to Junkpile timeouts, should spread divesites respawning over 30 seconds instead of all on the same frame
8 Months Ago
merge from divesite_spawn_optim
8 Months Ago
re-ordered water check to run before terrain anchors in the SpawnHandler, only used by divesites but early exits significantly faster than terrain anchors