193,607 Commits over 4,079 Days - 1.98cph!
Updated rules - rewards player when health is low
created cogs and wheels, unwrapping
Entity destruction cleanup
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
Effect changes compile fix
Spawning effects with DecalRecycle is also okay (not just EffectRecycle)
fireballs use proper sound balancing (no dynamic memory allocations, no physics calls, better performance)
Reworked EffectRecycle to also perform action on effect destroy (parent detach etc)
Ragdolls properly inheret all effects that were parented to its parent
Don't spawn effects that don't have a EffectRecycle component (because they don't get destroyed!)
Reworked EffectRecycle to also perform action on effect destroy (parent detach etc)
Ragdolls properly inheret all effects that were parented to its parent
Don't spawn effects that don't have a EffectRecycle component (because they don't get destroyed!)
Optimized GroupBy in Stat+Tickable and Stat+Modifiable.
our OnEntityDestroyed delegate was the reason for the crazy GC Allocations, not poor old Raycast!
Fixed warning in Gib class
Merge from collider-batching (beware dev servers, hide yo savegame backups)
Merge from collider-batching (beware dev servers, hide yo savegame backups)
Pool allocator clear resets allocation counters
Pool allocator improvements
Log NPC deaths (debugging)
Added GC collections to server console
TimeWarning highlights if a GC occured inside it
Tweaked NPC metabolisms
Reduced aihandlerms to 5ms by default (from 50)
Hide "Skipping profile frame..." in server console
Reduced footstep effect distance (test)
Increased calorie consumption
Fixed sleeping player models not showing in TestLevel (cuz they were technically dead)
Batch all colliders after loading a save
Unity 5.2.1f1 https://unity3d.com/get-unity/update
Radial menu tinkering
Commented out log warnings in FixedArray that were killing the profiler
snow, dirt, sand decals and impact FXs.
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Reenable child collider when it leaves a collider batch
Cleaned up gib spawning mess (made gibs bypass prefab preprocessing and caused huge effect spam)
some container and unit item related convenience methods
OnPercievedUnitDestroyed de-linqing
Switch to non-batched colliders when a collider is destroyed (until the next batching update has been processed)
Snow and Sand decals and impact FX's
Removed old electro effect
Fixed network level loading on server.
Moving perception classes to their own files
Group+Knowledge listens for smart_object.OnSmartObjectDestroyed
Added proper AI obstacles to building pieces
and another string.format fail
Experimenting with scores and UI
string.Format fix in Unit.FindPerceivedSmartObjects
GameTrace uses pool allocator lists instead of lambdas
RaycastHit batched collider extension methods never return null
Addons loaded into domain
-B&W2: proto implementation
Starving had a list of 1 modifier, but nothing was assigned.
Misc tweaks to Unit+Senses.
Minor changes in FixedArray.