200,695 Commits over 4,171 Days - 2.00cph!
FOR FUCK SAKE factory asset/wip prefab room
Surrounding Units and Surrounding SmartObjects are now moved to the new fixed array approach.
Created a FixedArray class that handles all this fixed array stuff, letting us work safely with the arrays using IEnumerable (foreach, etc).
Added line of sight, closest point, distance and squared distance getters to BaseEntity (OBB-based)
Added deploy volume that uses the entity bounds for its placement check
First pass blood impact FX assets
Engine initialization, logging
VS projects
Set up server users and added admin commands.
Addon functionality start
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Owl directional flying anims
Added Vis class for spatial entity, collider and component queries
Added PoolAllocator (only supports lists for now)
DM decisions optimized (but not tested yet).
Water: white/black movement lines fix attempt
Hopefully fixes those two Savas crates that don't seem to respawn.
Updated framework to coreclr-win-x86.1.0.0-beta8-15618
Collider batches cache their member's bounds, use them for closest point checks (fixes stability issue)
Managed.Addon and Managed.Common
Clamp graphics.af between 1 and 16
Don't reallocate player lists every frame in PatrolHelicopterAI
GameTrace resolves batched colliders
Agents that are Units actually store unit properly (well, semi-properly) now in DM.
HitInfo has GetEntity extension method that resolves batched colliders