248,703 Commits over 3,959 Days - 2.62cph!
Make sure we don't instanciate PerceivedSmartobjectData or PerceivedUnitData more than once per index of the FixedArrays, and only on demand. After that, we just replace the internals.
fixed bad string formatting in Group+Knowledge
Fixed potential NREs in InteractionPosition
We no longer sort the decisions best to worst, but rather ask DM for best decision.
Merged from GC optimization branch to main.
HitInfo has GetEntity extension method that resolves batched colliders
Agents that are Units actually store unit properly (well, semi-properly) now in DM.
GameTrace resolves batched colliders
Don't reallocate player lists every frame in PatrolHelicopterAI
Clamp graphics.af between 1 and 16
Managed.Addon and Managed.Common
Collider batches cache their member's bounds, use them for closest point checks (fixes stability issue)
Updated framework to coreclr-win-x86.1.0.0-beta8-15618
Hopefully fixes those two Savas crates that don't seem to respawn.
Water: white/black movement lines fix attempt
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).