256,019 Commits over 3,990 Days - 2.67cph!
Added GetResultsAsync
Actual user numbers (not estimated)
-UsersFraction
Game bucket
Use real UniqueUsers
Fix compiler errors with ref
Scene2Prefab shadow caster changes
And the managed side, now only ref and arrays fail
Latest Data
Agg avg memory, avg gc, unique users
Fix intermediate returns on native side, remove dynamic_cast
Remove IsAligned on MarshalResult (will now always use memcpy)
Disabled shadow casting for certain LOD stages on props and overgrowth
some quick AI optim, wip AI damage stuff
Tweaked build settings for local dynamic nav mesh.
Deleted the commented out, old hit % code, as it's now always 100%
Unit range/damage finding functions can now specify if they should include friendly damage or not, to be used by AI
dynamic line particles checked for pxc collision
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
unsaved files
Changed path generation for race mission
testing rock_formation_f export without flatten hierarchy
Fixed pixels that haven't spawned counting as progress
Fixed non-player comments with the same text causing an exception
Better step height for animals (helping them up stairs more easily).
We don't need uniques per year
DynamicNavMesh should support Animal agent type, not Humanoid (yeah, buildsettings can only support a single one...)
Navigation layer does not collide with anything
Main camera ignores navigation layer
charging particle effect code
Major refactor and improvement for WantsToBuySomethingNearby and CharacterContext
fixed chunk position bug
pixelgroup pattern partial class for clarity
Savas portals
Stamina regen while walking at 50% (exposed on prefab)
TOD particle at night hack to stop looping
Skele FX, tweaks
tree deform should mostly work, still room for lots of polish
graveyard
night LUT
fireflies
Blunts.
Deleted some treasure.
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