199,298 Commits over 4,140 Days - 2.01cph!
Group stats update every game minute
Fixed potential issue with commandbuffer ordering
EntityComponentManager cleanup
EntityComponentManager base class, generics, all that good shit.
Updated all curve functions in Response Curve.
Resources, Items and Buildings no longer have Stats or Effects
Added link to curve functions (for testing/debugging/deeper understanding of how they work).
Added an Influence component for grid stuff (doesn't actually do anything yet)
* Proper NULL chekcs for most Vehicle functions
Automated Linux Build #405
Automated Windows Build #405
Updated mission identifiers
Added steamworks
Automated Linux DS Build #405
Editor relfection stuff and field renames in EntitSettings
Renamed Influence field in EntitySettings for consistency
Fixed entity's not being destroyed properly
Fixed Entity not updating it's grid position on tick
Fixed NRE in DistanceConsideration
Senses stores real distance in perception data, not grid distance (which breaks combat)
Fixed DistanceConsiderationSettings bad field init (moved to OnEnable)
tree lods and camera fixes
Removed old gui_popup sound
WorldManager.FindClosetZone de-LINQed
FOR FUCK SAKE commented the debug line in the smoke script
FOR FUCK SAKE playership prefab
ActionSettings must implement BlackboardReadKeys array property, displayed in editor (BEF-311)
Added warning in Items.OnPickUpEvent when the item has been nulled whilst waiting for the callback, which is apparently possible.
Enable gfx jobs in player settings..
Cleanup bundles folder properly when building
Unity launch vars, the same as old builder
Fixed HumanView Update not calling base
Moved human specific animation code out of UnitView and into HumanView
Added p2p_friendsonly ConVar
Tunnel peekaboo glitch fix
Scene2Prefab
Automated Linux Build #406
Automated Windows Build #406
HumanView LateUpdate animation code doesn't run if the unit is dead
EntityComponentManager destroyed components buffer/cleanup at end of tick
Commented out grid manager debug logs
Automated Linux DS Build #406
Projected textures can now be orthographic
Added ProjectedTexture:SetOrthographic & ProjectedTexture:GetOrthographic