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1,547 Commits over 699 Days - 0.09cph!

47 Days Ago
merge from droppeditem_improvements
47 Days Ago
wrapped DroppedItem RB-removal behaviour behind `droppeditem.remove_rb_on_sleep` convar (defaults off, very experimental) - only changes existing dropped items as they become inactive/active, doesn't go through and remove bodies from anything
47 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
48 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
50 Days Ago
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50 Days Ago
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51 Days Ago
merge from wakeaiz_tickrate_optim
51 Days Ago
further decrease wakeaiz tickrate and added jitter, we don't need to tick every fixed update for players entering such giant volumes
51 Days Ago
BC - handle null root chain entries and chains that have no nodes
51 Days Ago
merge from bc_null_chain_fix
55 Days Ago
merge from wakeaiz_tickrate_optim
55 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
55 Days Ago
fix BC serialization issue
56 Days Ago
committing test multichain setup for reference
56 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
56 Days Ago
merge from non_trigger_wake_AI - chunky merge, ran s2p on a bunch of monuments
56 Days Ago
s2p for both oilrigs to re-apply fixes from `s2p_particle_flatten_fix`
56 Days Ago
merge from main - kept destination on oilrig prefabs, will rerun s2p
57 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
57 Days Ago
improved WakeAIZ perf - added AnyPlayersInSphereFast to grid queries as we can check the validity ourselves in the filter callback
57 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
2 Months Ago
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3 Months Ago
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3 Months Ago
better in-editor usability/visability of RconVars
3 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
3 Months Ago
fixed typo breaking active_dynamic_bodies profile analytic (dev build only)
3 Months Ago
merge from fresh_water_fix
3 Months Ago
freshwater fix - readded following components to world setup prefab - cliff topology - procedural components - ocean topology
3 Months Ago
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3 Months Ago
merge from ddraw_sceneview
3 Months Ago
made ddraw work in the scene view as well, handles Text and ScreenText as well
3 Months Ago
merge from dragbyangle_improvements
3 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