200,687 Commits over 4,171 Days - 2.00cph!
Effect changes compile fix
Spawning effects with DecalRecycle is also okay (not just EffectRecycle)
SmartObjectManager does the same add/remove dance as UnitManager (we should centralise to an EntityManager ptrefall?)
Refactoring PlayerController radial menu callback stuff a bit to work with new RadialButton type instead of lots of bespoke delegates
Entity destruction cleanup
created cogs and wheels, unwrapping
Updated rules - rewards player when health is low
Fix looting corpses from any distance
Profile PlayerLoot.SendUpdate()
Protobuffer CodeGenerator update
Owl forehand dive
updated Lion-El hit source
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Added EntityManager
Added Agent.Destroy, tweaked Unit/Agent/Group destructors
Fixed BiomeMaterialObject being added to UnitView twice
Run GC before the loading screen disappears (join, respawn)
No using System.Collections.Concurrent
Consumable.Consume() calls SmartObject.Destroy instead of the entity base method
Unit+Senses removal code tweaks
Removed the warning for when an element in the array is null.
Cleaning up Removal a bit in FixedArray, still a little bit of fiddling left.
shouldn't set any elements in FixedArray to default(T) unless removal allows it.
Added scrary as fuck object pooling to ProtocolBuffers, which touches every inch of code
Updated human assets and fixed some issues with prefab creation and updating in BeforeEditor
Network++
Deserialize protobuffers using streams (gc--)
Reduced the cost, increased the health of roof blocks
Dump contains number of batched colliders
Added batching.status console command
First OOM exception also has the OOM tag set
status console command should never crash
Some touchups to FixedArray
Added a Test scene for FixedArrays.
More complex testing of Fixed Array.
Added debug print to OnSmartObjectRemovedSenses.
FixedArray now accept the "Check if already exist" flag, which we need when adding anything "surrounding" due to the nature of "physics triggers".
Entity destruction tweaks