193,607 Commits over 4,079 Days - 1.98cph!
Updated TTT to latest version
Added some code to prevent crazy physics with welding world to certain props
Improved rendering of draw.RoundedBox corners at corner size > 64 and 16-32
Last of the forest ground clutter.
cursor fixes for match outcome screen and in-game escape menu
GetLeaderboardNeighboursForPlayer
rebaked island2
rebaked lost & found
PlayerDatabase now also keeps a list of players sorted by elo
Changed biome and splat terrain maps from AOS to SOA memory layout (far better compression)
PlayerRecord.AdjustMatchStats now updates player elo ratings
PlayerDatabase.Stats now shows elo ratings as well
Cooking raw deer meat now correctly turns into cooked deer meat
Caves - Updating cave 01 outside cliff mesh, updated lost and found and island01 to fit terrain
Better automatic nav mesh obstacle sizing for resource views
Doing the same thing to inputs - Moving from the base Character to the server and owner, removing references from proxy.
Continuing to refactor things out of the general character into more specific sub-areas. Motor this time.
Nicer street gen but still some gaps and errors
Added eloRating to PlayerRecord protobuf
PlayerRecord entries are now created with default Elo.StartRating value
Proxy players don't need inventory at all, only server and owner do. Removing inventory from proxys.
Static class for calculating match outcome Elo ratings (expeted and resulting)
Elo test script
Removed BoneFollower (client optimization), second attempt
Merge from art.
Various changes.
Moved attack tile highlighting logic out of AttackState and into a function of TileHighlighter that takes a Unit param
Added a new greyed out version of the normal-mode cursor, switch to greyed out cursor during opponent's turns
Searching for an online game now auto starts an AI match if there's no one else queueing. Added checkbox to menu screen, to disable this, but defaults to ticked,
Added collapsed cliffs to levels
cliff_collapsed_01 files & prefab