193,620 Commits over 4,079 Days - 1.98cph!
DM decisions optimized (but not tested yet).
Added Vis class for spatial entity, collider and component queries
Added PoolAllocator (only supports lists for now)
Owl directional flying anims
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Addon functionality start
Set up server users and added admin commands.
Engine initialization, logging
VS projects
First pass blood impact FX assets
Added deploy volume that uses the entity bounds for its placement check
Added line of sight, closest point, distance and squared distance getters to BaseEntity (OBB-based)
Created a FixedArray class that handles all this fixed array stuff, letting us work safely with the arrays using IEnumerable (foreach, etc).
Surrounding Units and Surrounding SmartObjects are now moved to the new fixed array approach.
FOR FUCK SAKE factory asset/wip prefab room
* Removed RawConsoleCommand
* Added buildcubemaps, voice_ and some snd_ commands to blocked cvar list
* Removed the 8192 .lua file limit for singleplayer. ( The limit still exists for multiplayer )
* Updated net_graph to latest version
* Updated sv_log(sdir) to the latest version ( Thanks Ley )
* file.Remove no longer can delete any file on your PC in menu state ( Thanks Ley )
* Fixed physenv.AddSurfaceData only working once per map
* Added ENT:FireAnimationEvent( origin, angles, int event, string options ) for "anim" type entities - return true to prevent the event from being handled by engine
* Added ENT:HandleAnimEvent( event, eventtime, cycle, type, options ) for "anim" type entities
Added a construction tool+resource hut to the buildable hill on Savas KOTH.
Disabled shader warmup by default on OSX (run with -shaderwarmup 1 to enable it)
Deleting and ignoring /.vs
Savas loot tweaks. Quicker respawns.
KnownBuildings and misc touchups.
Conventional Savas load fix.
-merged in new camera on main
-Camera: Standard with B&W2 height adjustment plus fixes for running straight into a wall
-merged with main
Added shaderwarmup convar (run with -shaderwarmup 0 to disable it)
Renamed warmupmode convar to assetwarmup (now only affects asset warmup, not shader warmup)
Perceived/Known Units and Perceived/Known Smart Objects in Unit+Senses and DM are now optimized.
Known Smart Objects in Group+Knowledge is now optimized.
Work in progress on optimizing Alloc/Dealloc/GC-issues in DM and Unit+Senses.
fixed heli bullets visually penetrating bases