255,066 Commits over 3,990 Days - 2.66cph!
Improvecd collision mesh setup in BuildingViewUtility
Performance UI widget (f8)
EntityComponentManagers for Agent, Senses, Stats, Effects, and Combat
Removed SimTick from Entity and IEntityComponent
Improved skinned mesh collider performance by doing a trivial reject against the mesh bounds
Added BaseEntityComponent, cleaned up derived types
Removed metal shopfront item (not ready for prime time yet, subtract this when it is)
Grenade wall placement uses spherecast, less range
Fixed projectiles very rarely breaking / sticking with break / stick probability of zero
Grenades don't do splash damage to constructions when attached to construction (balance, exploits)
Added combatlogsize server convar
Drop default music volume a bunch
Enable music by default
Add console vars to set gap between songs (music.minSongGap and music.maxSongGap)
Reduce default gap between songs
Start music when intensity is raised and no music is playing
Don't play songs if music volume is turned down all the way
reverted enviroment prefab
Nuked deferred reflections; saved ~1 ms/frame on gtx 960 at 1920x1080
Moved base deferred pass indirect spec to main/directional deferred lighting pass
Force disabled reflection cube projection and blending for that extra bit
Touched all affected shaders
Removed Late and FixedTick from Manager + ECS
Moved LateTick stuff from Animation to UnitView (cc frankieh)
double barrel shotgun viewmodel animations + sound effects
Grenades can be dropped with right click
When looking at constructions, grenades are attached to them when dropped with right click
Network++
EntityManager budget is const
UDM.FilterBehaviourTargets profiler hooks
Senses budget tick and stuff
IntVector2.Distance in TestUnitPerception
vm grenade source updates
small distance calc optimisation
Adjusted some throwable damage types to be the same as for their corresponding melee strikes
Thrown items lose condition on impact and break when their condition is zero
Thrown items no longer randomly break and disappear (only break when their condition is zero)
FOR FUCK SAKE bouncer trailer
!A trail texture/material
setting is turning to false is is moving is true to the units trying to rotate to face something but never managing to finish it so walking sideways or backwards
added eat trigger for eating single items like berrys
setup berry bush to use the animation to eat insted of gather (uses wait to stop the animation from ending too early)
Twig building tier takes damage from arrows
Safe exchange shopfront models/LODs/Gibs/COLs & Prefabs
Cache AI module condition state on Agent each simtick
Profiler shit
LSO component now properly disabled if effect is off; was affecting profiling in editor