branchrust_reboot/main/non_trigger_wake_AIcancel
18 Commits over 0 Days - ∞cph!
s2p for both oilrigs to re-apply fixes from `s2p_particle_flatten_fix`
merge from main
- kept destination on oilrig prefabs, will rerun s2p
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
improved WakeAIZ perf - added AnyPlayersInSphereFast to grid queries as we can check the validity ourselves in the filter callback
removed TriggerWakeAIZ, made gizmos less obnoxious, just use player querygrid directly instead of connections
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