193,436 Commits over 4,079 Days - 1.98cph!
Terrain anchor improvements
Made going down the crane more obvious
AI helper function to get a list of ordered unit damages for a provided list of attackers
Junkpiles only spawn next to roads and powerlines
Junkpiles no longer align to the terrain normal
TerrainAnchorGenerator takes offset range
Increased riverside / roadside topology radius
Way down the rocket crane
break down of rocket_crane_floor_b
removed some rods on rocket_crane_lift_shaft
Fixed intersection between rocket and scaffolding
Fixed rocket factory trim colider
Fixed invisible blockers
Fixed support beam colision
Fixed gaps in warehouses
Fixed missing coliders on turbines
Fixed modular pipes turning black
Fixed portacabin stairs
UnitDmg now includes a ref to the attacking unit so it doesn't need to be tracked separetly in AI calcs.
Renamed UnitDmg to UnitDmgInfo
Added checkpoint to airfield entrance
set up hands for data defined item holding posing
replaced lift to update prefab-id / scene2prefab
Launch site scene update / scene2prefab
rocket crane procedural lift prefab / manifest
perimeter wall decal mtl set to cutout
Two new console commands:
fill_stockpile - fills whatever stockpile is under the mouse cursor with the appropriate item
finish_build - finishes the construction process of whatever building is under the mouse cursor
tweak health bar unit shatter effect
kill feed tweak and some cleanup
Merging server performance work into Main
Improve server performance by ~30% by having NetworkEntities use an Update call manager. See also: https://blogs.unity3d.com/2015/12/23/1k-update-calls/
Vehicles fully deactivate on server when stationary. ~15% less CPU usage on testmap_small.
More dispenser spawn stuff
Preliminary dispensable spawn mesh support
fixed ores sometimes not giving the bonus on completion
fixed sand/snow ores not giving proper hqm yields
Added outdoor environment type (use when no darkening should be applied)
Added blend map and terrain anchors to launch site
Enabled hierarchy flattening on launch site (performance)
Added terrain blend map support (when used monuments blend their heightmap with the blendmap falloff instead of the basic radial falloff)
Scene
Lighting
Driftwood isn't wetter than the surrounding terrain
Scene stuff
Light tweaks.
move-attack AI now checks if the unit can actually move and attack :D
fallback move AI option now picks random unit
adjust kill feed row spacing
LOD scripts take distance mode (XYZ or XZ) - useful for lifts
Split a bunch of editor bits into files, fixed some issues with reflection utill and caching of EntityComponent drawers
Baked more vertexpro bs to assets
Launchsite scene update