1,475 Commits over 669 Days - 0.09cph!
replace procedural creation of TriggerWakeAIZ in dungeons with WakeAIZ
replacing train tunnel prefabs TriggerWakeAIZ
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
also copy sleep delay and zones in tool
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
setup ghostships and tropical islands WakeAIZ again because I changed the serialized format
- ran s2p on all islands
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
replaced TriggerWakeAIZ with WakeAIZ on all ghostship variants and tropical variants
- ran s2p on all tropical islands
corrected inverted sphere gizmo
corrected latch, support for puzzlereset ddraw (get PooledList on request, don't track)
initial non-trigger AI WakeZone
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better in-editor usability/visability of RconVars
added physics_used_memory profiler record for reading
test: dry ran analytics with logs and we're getting expected byte values back from it
fixed typo breaking active_dynamic_bodies profile analytic (dev build only)
merge from fresh_water_fix
freshwater fix - readded following components to world setup prefab
- cliff topology
- procedural components
- ocean topology
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merge from ddraw_sceneview
made ddraw work in the scene view as well, handles Text and ScreenText as well
merge from dragbyangle_improvements
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
added ddraw to playerboat.lookatdragbyangle command
merge from junkpile_water_clip_fix
realmed removed rigidbody component from junkpile_water_(a/b/c) prefabs
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merge from assetscene_from_clean
delete AssetScene-X scenes before recreating and populating - trying to reduce chance of GUID changes causing corruption
remove submergedFraction condition from buoyancy waking, it's not updated while it sleeps and can brick it
merged from buoyancy_sleeping_brick_fix
merge from divesite_spawn_optim
added +- 30s jitter to Junkpile timeouts, should spread divesites respawning over 30 seconds instead of all on the same frame
merge from divesite_spawn_optim
re-ordered water check to run before terrain anchors in the SpawnHandler, only used by divesites but early exits significantly faster than terrain anchors
divesite spawning improvements
- forcing topology to exclude lakes/rivers for reducing wasted processing
- significantly reduced number of terrain anchors used in divesites d/e/f
merge from boat_sails_fixes
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Client Unity version to 635cbaf/2022.3.41x1, build servers should have the deps now