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1,475 Commits over 669 Days - 0.09cph!

30 Days Ago
replace procedural creation of TriggerWakeAIZ in dungeons with WakeAIZ
30 Days Ago
replacing train tunnel prefabs TriggerWakeAIZ
30 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
30 Days Ago
also copy sleep delay and zones in tool
30 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
30 Days Ago
setup ghostships and tropical islands WakeAIZ again because I changed the serialized format - ran s2p on all islands
30 Days Ago
corrected radius
30 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
30 Days Ago
replaced TriggerWakeAIZ with WakeAIZ on all ghostship variants and tropical variants - ran s2p on all tropical islands
30 Days Ago
corrected inverted sphere gizmo
30 Days Ago
corrected latch, support for puzzlereset ddraw (get PooledList on request, don't track)
30 Days Ago
initial non-trigger AI WakeZone
31 Days Ago
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31 Days Ago
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34 Days Ago
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35 Days Ago
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35 Days Ago
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35 Days Ago
better in-editor usability/visability of RconVars
35 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
35 Days Ago
fixed typo breaking active_dynamic_bodies profile analytic (dev build only)
35 Days Ago
merge from fresh_water_fix
35 Days Ago
freshwater fix - readded following components to world setup prefab - cliff topology - procedural components - ocean topology
36 Days Ago
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36 Days Ago
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36 Days Ago
merge from ddraw_sceneview
36 Days Ago
made ddraw work in the scene view as well, handles Text and ScreenText as well
36 Days Ago
merge from dragbyangle_improvements
36 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
36 Days Ago
added ddraw to playerboat.lookatdragbyangle command
36 Days Ago
merge from junkpile_water_clip_fix
36 Days Ago
realmed removed rigidbody component from junkpile_water_(a/b/c) prefabs
36 Days Ago
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36 Days Ago
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36 Days Ago
merge from main
37 Days Ago
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37 Days Ago
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37 Days Ago
merge from assetscene_from_clean
37 Days Ago
delete AssetScene-X scenes before recreating and populating - trying to reduce chance of GUID changes causing corruption
42 Days Ago
remove submergedFraction condition from buoyancy waking, it's not updated while it sleeps and can brick it
42 Days Ago
merged from buoyancy_sleeping_brick_fix
42 Days Ago
merge from divesite_spawn_optim
42 Days Ago
added +- 30s jitter to Junkpile timeouts, should spread divesites respawning over 30 seconds instead of all on the same frame
42 Days Ago
merge from divesite_spawn_optim
43 Days 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
43 Days Ago
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
44 Days Ago
merge from boat_sails_fixes
44 Days Ago
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44 Days Ago
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44 Days Ago
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45 Days Ago
Client Unity version to 635cbaf/2022.3.41x1, build servers should have the deps now