224,803 Commits over 3,714 Days - 2.52cph!
Game Camera now blocks zoom while over UI (fixed scrolling roles window also zooming)
sort of fixed bullet debris, reflection, etc
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
chunk debris doesnt collide with pixels
Tweaked some container fill settings for cooks to make them more reliable in crowded environments
fixed explosive ammo bug
no longer need to aim slightly away from target to deal maximum damage with explosive ammo
Removed desire type properties from blackboard
GroupActionDesire & AskToJoinGroupActionGroup (lol rly) use cast cache properties for specific desire type
Fixed entity grid position not getting properly set on create
Fixed platforms not grounding
Fixed reflections when fog=1; had to drop fake dir refl occlusion
Touched all relevant shaders
GridManager update coroutine yields to Task.Run (testing)
Moved GridManager coroutine stuff around so we dont try to update entities until game ready
Added more profile samples to morphcache
Saved some heap allocs on morphcache.setup
Renamed GridDataDefinition.FixedArraySize to InitialCellCapacity, which describes what it is actually used for
Replaced the BaseEntity.this[GridDataDefinition] with GetGridPosition
Crafting station keyword and other tidy ups
GridManager.UpdateEntity optimisation, NRE fix
Only check workshop download status once a second
Moved GridManager stuff back to main thread on a coroutine
Shark path
Shatter
Water queue order (was clipping over fire)
ITestable
Melee damage takes hit position
Fire block testable, 1 water to extinguish
New firepit
Smashable can contain a shatter
Added TestAllChildren
Fireblock material fix
Level Pass
Level pass for intro
RequestCollaborationSettings writes resulting request to blackboard
added new skin-hair haircap to female pubic and improved hairstrands on non tssaa. built prefab
Fixed profiler sample mismatch
Renamed IsBlackboardItemInPossessions condition to IsPossession as it doesnt use the blackboard
Fixed Blackboard.HasKey CraftingOrder switch case returning wrong field
fixed possible NullReferenceException in ResourceName.Equals(other)
Fixed possible stack overflow when a control tries to inherit from itself
Started work on texture editor UI
Group replication and destruction
Subtracting
14319 (threaded location selector shite)
grids tick on main thread again
Put displacements in their own mesh entity so they can have tri mesh collider (could be in the same entity but may aswell get culling benefits)
Workshop skin download rewrite (performance, memory, robustness)
Show number of queued skins when perf >= 9
rollback TerritoryLocationSelector thread
GIViewer.LocalKit and GIViewer.OpponentKit now get start at match load
Fixed a few lift/elevator occludee bounds
water_well_b mini monument progress backup
Run server for staging branch if running with -staging command line
No more spamming shelves on roads