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18 Commits over 0 Days - ∞cph!

49 Days Ago
s2p for both oilrigs to re-apply fixes from `s2p_particle_flatten_fix`
49 Days Ago
merge from main - kept destination on oilrig prefabs, will rerun s2p
50 Days 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
50 Days Ago
improved WakeAIZ perf - added AnyPlayersInSphereFast to grid queries as we can check the validity ourselves in the filter callback
50 Days Ago
merge from main
2 Months Ago
removed TriggerWakeAIZ, made gizmos less obnoxious, just use player querygrid directly instead of connections
2 Months Ago
replace procedural creation of TriggerWakeAIZ in dungeons with WakeAIZ
2 Months Ago
replacing train tunnel prefabs TriggerWakeAIZ
2 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
2 Months Ago
also copy sleep delay and zones in tool
2 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
2 Months Ago
setup ghostships and tropical islands WakeAIZ again because I changed the serialized format - ran s2p on all islands
2 Months Ago
corrected radius
2 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
2 Months Ago
replaced TriggerWakeAIZ with WakeAIZ on all ghostship variants and tropical variants - ran s2p on all tropical islands
2 Months Ago
corrected inverted sphere gizmo
2 Months Ago
corrected latch, support for puzzlereset ddraw (get PooledList on request, don't track)
2 Months Ago
initial non-trigger AI WakeZone