200,687 Commits over 4,171 Days - 2.00cph!
Looking into perlin based zoning.
TrimExcess on network queue
Owl flying SE & SW anims
forehand body
updated forehand dive
Units now consider target unit personality compatability in the Form Breeding Group DSE
Added Scion PP back on to the player camera
Replaced crappy EnumMaskDrawer with Andre's super simple alternative (fixes conflict with Scion editor scripts)
Fixed NRE on server start (maybe)
Debug view tweaks
Fixed Dead flag not being applied by Death effect
EntityViewEditor and derived tweaks, added editors for additional EntityView types
Added Interaction Positions to Berry Bush
Updated Hammer and HLFacePoser to latest versions
LOD grid components are now supported on pooled objects
Building skin instantiates are now pooled
Optimized pool stack code
Protobuf writing is totally garbage free
Protobuf reading is totally garbage free except for strings
MetalOre slash impact FX created.
Highlight exceptions in server console
- Added Dungen from Asset store. @ezmeow
Updated UA string returned by awesomium
- Purged camera and all related
Added some more control to island generation.
- Disabled move direction lookahead until it's better
Added google analytics
Applied analytics event to Agent+Behaviour's AddBehaviour.
Clients don't know if other players are admins/developers
Fixed LODBatch corruption on pooled objects
- Minimap and map rotation now matches the main camera's current rotation
Memory pool tracks items in use to idenfity missing frees and foreign items entering the pool
- Added Cash value to PlayerData
Building doors animations, models and prefab refactoring
Texture edits to armored door
- Added current cash value display to gameplay UI
- Removed old gameplay UI prefab
Added pool.prefabs console command (prints pooled prefab counts)
Clear prefab pool as well when pool.clear is called
WaterLevel.Test also works for zero bounds
Set the correct player entity bounds