255,056 Commits over 3,990 Days - 2.66cph!
fixed a couple of bugs in cave blocks
adjusted killing spikes rates for a total kill upon fall
water visibility trigger debug code
cave_small_hard layout and files
Merge from dangerous_optimizations
Warmup player animators when they switch to enabled (fixes animation state when players become visible)
Added spawn transform to WorldSetup
Fixed world gen spawning everything at 11y
More cleanup + can fly helicopters
World setup changes, editor script
Island prefab setup and changes
PlayerModel cleanup, optimizations and fixes
Character structural redesign
Can't pick up decayed corpses.
Automated Linux DS Build #439
WorldGen now instantiates with PrefabUtility when in editor, to keep prefab links.
Automated Windows Build #439
Automated Linux Build #439
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Verchle structure changes merge
Merged vehicle file input changes that couldn't be done directly in the previous merge
Merge from player input/motor branch
Experimental conversion of vehice classes to a new system, using partial classes to differentiate Client/Server-only components
Saved redundant fetch+sampler in a few water related passes
More water displacement on slighly inclined terrain
FOR FUCK SAKE main island
Fixed water visibility trigger overlap cases
Removed some candlight plugin stuff, nuked UnitViewEditor
Navigation.Tick returns early if we're not moving, to save setting stat values etc when we dont need to
Navigation.TrySetDestination directly calculates a path and calls SetPath instead, as a test (seems to improve repsonsiveness with larger agent numbers)
Fixed entity names being fucked.
Unit Navigation avoidance prority/data exposure test
Nuked unused ResetBehaviour action