255,070 Commits over 3,990 Days - 2.66cph!
Projectile simulation uses exact time and movement stepping (finally makes ricochet work as it should)
Compressed PVT cache using async native requests
Fixed potential NRE in SkinnedMeshCollider.GetDensity
Stop projectile if no penetration resistance can be retrieved from the entity that was hit
lazy aim - dynamic crosshair position, smoother, deadzone
Added GroupBehaviour : BehaviourPlan
Added HuntingGroup : BehaviourGroup
Added GroupBehaviourSettingsWrapper
Added various empty/skeleton data for hunting group
▄█▄▅▌▆█▅ ▋█▆▌▊ ▋▆▊▉▍▄ █▌▉▅▌ ▉▊▋▄▉
First stage native api call stability; switched to safer async native GPU api calls; now called by render thread via plugin event
Testing stability for terrain base pyramid compression and atlas mip level fix
PVT compression disabled temporarily
Updated RustNative
Lion-El, Mavis & TENN south turn runs
Pre-forest scene backup. Few rock mats.
Fixed hit normal orientation reject
Switched to safer async native GPU api calls; now called by render thread via plugin event
Commented assert in RakPeer due to debug-mode compilation issues
- Level changes to Area1_WIP1 ready to be broken into sections
Fixed anim compression issue
New transition for end of point
Server description fix test
added new lighting to test court, added bamboo and mountains, re animated koinobori kites, tweaked foliage shader and materials
tweaked normals on cloud city court play surface
added bamboo, re animated koinobori
Scale damage by the remaining projectile integrity
Entity component init check
Stairs greybox set changes
Industrial buildings greybox set
Water tower, cooling tower, pigeon nest, etc.
Some sanity checks for hits caused by projectile penetration
Behaviour constructor tweaks
SpeciesSettings and Unit cleaup
Entity init cleanup
SmartBehaviour constructor cleanup
Connection security, better logging