200,687 Commits over 4,171 Days - 2.00cph!

10 Years Ago
Effect changes compile fix Spawning effects with DecalRecycle is also okay (not just EffectRecycle)
10 Years Ago
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
10 Years Ago
Entity destruction cleanup
10 Years Ago
human tweaks
10 Years Ago
created cogs and wheels, unwrapping
10 Years Ago
Updated rules - rewards player when health is low
10 Years Ago
Fix looting corpses from any distance
10 Years Ago
Profile PlayerLoot.SendUpdate()
10 Years Ago
Protobuffer CodeGenerator update
10 Years Ago
Owl forehand dive updated Lion-El hit source
10 Years Ago
Protobuf update
10 Years Ago
Protobuf update
10 Years Ago
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10 Years Ago
Added EntityManager Added Agent.Destroy, tweaked Unit/Agent/Group destructors Fixed BiomeMaterialObject being added to UnitView twice
10 Years Ago
fixing asset refs...
10 Years Ago
Forest impact decal/FX
bot
10 Years Ago
Windows Build 669
bot
10 Years Ago
OSX Build 947
bot
10 Years Ago
LinuxDS Build 786
bot
10 Years Ago
Linux Build 809
10 Years Ago
Run GC before the loading screen disappears (join, respawn)
10 Years Ago
No using System.Collections.Concurrent
10 Years Ago
Consumable.Consume() calls SmartObject.Destroy instead of the entity base method Unit+Senses removal code tweaks
10 Years Ago
Removed the warning for when an element in the array is null.
10 Years Ago
Grass impact decal
10 Years Ago
Cleaning up Removal a bit in FixedArray, still a little bit of fiddling left.
10 Years Ago
shouldn't set any elements in FixedArray to default(T) unless removal allows it.
10 Years Ago
New grass impact FX.
10 Years Ago
Added scrary as fuck object pooling to ProtocolBuffers, which touches every inch of code
10 Years Ago
Impact path decal/FX.
10 Years Ago
Updated human assets and fixed some issues with prefab creation and updating in BeforeEditor
10 Years Ago
humans
10 Years Ago
10 Years Ago
Network++ Deserialize protobuffers using streams (gc--)
10 Years Ago
Save loading fuckup
10 Years Ago
Reduced the cost, increased the health of roof blocks
10 Years Ago
Dump contains number of batched colliders Added batching.status console command
10 Years Ago
Pooling Fixes/Tweaks
10 Years Ago
First OOM exception also has the OOM tag set
10 Years Ago
status console command should never crash
10 Years Ago
Fixes
10 Years Ago
Some touchups to FixedArray
10 Years Ago
Added a Test scene for FixedArrays.
10 Years Ago
Fixes
10 Years Ago
More complex testing of Fixed Array.
10 Years Ago
Added debug print to OnSmartObjectRemovedSenses.
10 Years Ago
More fixes
10 Years Ago
FixedArray now accept the "Check if already exist" flag, which we need when adding anything "surrounding" due to the nature of "physics triggers".
10 Years Ago
Fixes
10 Years Ago
Entity destruction tweaks