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1,495 Commits over 669 Days - 0.09cph!

20 Days 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
21 Days 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
23 Days Ago
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23 Days Ago
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24 Days Ago
merge from wakeaiz_tickrate_optim
24 Days Ago
further decrease wakeaiz tickrate and added jitter, we don't need to tick every fixed update for players entering such giant volumes
24 Days Ago
BC - handle null root chain entries and chains that have no nodes
24 Days Ago
merge from bc_null_chain_fix
28 Days Ago
merge from wakeaiz_tickrate_optim
28 Days 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
28 Days Ago
fix BC serialization issue
29 Days Ago
committing test multichain setup for reference
29 Days 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
29 Days Ago
merge from non_trigger_wake_AI - chunky merge, ran s2p on a bunch of monuments
29 Days Ago
s2p for both oilrigs to re-apply fixes from `s2p_particle_flatten_fix`
29 Days Ago
merge from main - kept destination on oilrig prefabs, will rerun s2p
30 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
30 Days Ago
improved WakeAIZ perf - added AnyPlayersInSphereFast to grid queries as we can check the validity ourselves in the filter callback
30 Days Ago
merge from main
44 Days Ago
removed TriggerWakeAIZ, made gizmos less obnoxious, just use player querygrid directly instead of connections
44 Days Ago
replace procedural creation of TriggerWakeAIZ in dungeons with WakeAIZ
44 Days Ago
replacing train tunnel prefabs TriggerWakeAIZ
44 Days 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
44 Days Ago
also copy sleep delay and zones in tool
44 Days 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
44 Days Ago
setup ghostships and tropical islands WakeAIZ again because I changed the serialized format - ran s2p on all islands
44 Days Ago
corrected radius
44 Days 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
44 Days Ago
replaced TriggerWakeAIZ with WakeAIZ on all ghostship variants and tropical variants - ran s2p on all tropical islands
44 Days Ago
corrected inverted sphere gizmo
44 Days Ago
corrected latch, support for puzzlereset ddraw (get PooledList on request, don't track)
44 Days Ago
initial non-trigger AI WakeZone
45 Days Ago
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45 Days Ago
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48 Days Ago
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49 Days Ago
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49 Days Ago
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49 Days Ago
better in-editor usability/visability of RconVars
49 Days 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
49 Days Ago
fixed typo breaking active_dynamic_bodies profile analytic (dev build only)
49 Days Ago
merge from fresh_water_fix
49 Days Ago
freshwater fix - readded following components to world setup prefab - cliff topology - procedural components - ocean topology
50 Days Ago
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50 Days Ago
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50 Days Ago
merge from ddraw_sceneview
50 Days Ago
made ddraw work in the scene view as well, handles Text and ScreenText as well
50 Days Ago
merge from dragbyangle_improvements
50 Days 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
50 Days Ago
added ddraw to playerboat.lookatdragbyangle command
50 Days Ago
merge from junkpile_water_clip_fix