1,520 Commits over 669 Days - 0.09cph!
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
rolled client Unity version back while buildservers are missing the dependency, will push again in the next couple hours when they're ready
updated Windows client Unity version to 635cbaf/2022.3.41x1 as well, MacOS client still on 2022.3.41f1
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update server to 635cbaf/2022.3.41x1
- potential 64k collider limit crash fix, client will still spew old limit warning/error though