255,546 Commits over 3,990 Days - 2.67cph!
Disabled the distortion on water transition effect and made it a callable function for water splash/drop screen effects. Triggers on collisions above speed percent of > 0.4
Fixed non-critical compilation error in unused shader
Moved biome tint computation to vertex program
Re-enabled biome tinting in lowest shader level
Added mips to some terrain textures for better texture cache occupancy
Modified remaining fetches to use lods
Collision layer, changed ship raycast to spherecast, moved non-island collision stuff to collision layer, cast now uses combined layermask check.
Buoyancy code refactor. Purged a load of warnings everywhere.
Ship->world collision improvement and refactor.
Automated Linux DS Build #23
Added bird flocks asset, added birds to skull landmark
Automated Windows Build #23
Automated Linux Build #23
moved dens to mirror game tree
Increased look angle clamping.
Automated Linux DS Build #480
Merged physgun changes
Merged d1_trainstation_05/ep2_outland_01 CPhysBox hack
Merged 'do not load vaudio_miles' stuff
Automated Windows Build #480
Force disabling biome tinting in lowest shader level
Automated Linux Build #480
Physgun no longer crashes when held entity is removed and a new entity is picked up in the same frame that isn't MOVETYPE_VPHYSICS
Changed turn acceleration from 0.4 to 0.7
Added gps to package pickup
Testing pathing calc change
Automated Linux DS Build #479
Updated Race / Package missions with destination tracking
Started on save/load, focusing on Survival Session and Entity Manager to start with...
Merged
Automated Windows Build #479
Automated Linux Build #479
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Layout, UnitManager pointless GameState changed callback removed
Instance. pattern for events in EntityManager
List init to construct in AI Manager
Minor refactor of Database api
Another minor LightEx / LocalPositionAnimation optimization
Do a better job of fetching avatars and knowing player's names