32,442 Commits over 4,048 Days - 0.33cph!
Cleaned up plugins folder
A bit more work on Scientist AI.
Slightly faster tree mesh sort
bigwheel no longer shares workbench phrases
Phrases rebuild
LootPanels Scene2Prefab
Hide Signs convar, option
Tweaked LOD cell distance mode switching
Force rebuild of tree mesh count when doing full LOD refresh (i.e. when changing convars)
Scene2Prefab Military Tunnels
Improved reload awareness for Scientists (don't rush when reloading).
Duck when reloading behind partial cover.
Misc other little tweaks and improvements to Scientist AI.
Tweaks to range restrictions on spawn points at Military Tunnels.
Fixed vending machine loot panel pooling errors
Fixed workbench panel not refreshing when taken from pool
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fixed passing loot through floor using BBQ exploit
Optimized LOD refresh by using cell distance instead of object distance when far away
Optimized tree.meshes by only doing the full refresh when needed and removing redundant work
Removed duplicate tree imposter update in LOD refresh
Fixed enforced tree mesh count not resetting when changing tree.meshes back to 0
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Disabled "MoveToContainer failed!" message
Fixed serialization fuckup in MotorRowboat that could cause an NRE when switching CLIENT / SERVER in the editor
Added tree.meshes convar (limits the number of tree meshes to render, disabled by default pending testing in standalone)
Disabled occlusion culling on macOS until fixed
Improved fastimpostors handling of fallbacks and edit-mode + small cleanup
Disabled fastimpostors on macOS until fixed
Fixed spinnerwheel quaternion related errors
Slot machine , fbx and prefab set up, + arm animation.
Proper fix for fastimpostor NRE
Scene2Prefab Military Tunnels
Tweaked movement restriction logic for Scientists.
Tweaked cover points at MT.
Tweaked spawn points at MT.
Improved new Scientist aim system
Ambience CullingGroup updates are needed much less frequently and are much faster when they do happen
Eliminate GC alloc in AmbienceManager.SortLocalEmitters
Attempt at fixing impostor instancedata NRE
Moved impostor batching code
Updated some spawn point at military tunnels.
Scene2Prefab Military Tunnels.
Movement rules for scientists (stay close to spawn, etc).
Fixed repair bench UI pooling issues
Update lootpanel prefab scene
Bandit guards don't like players sleeping for too long.
Bandit guards don't like smoke grenades being thrown.
Bandit guard hostility tweaks.
Prefab pool warmup tweaks
Able to place deployables on repair bench shelf
Prefab pool warmup tweaks
More tweaks to Scientist AI.
Pool all loot panels, see if that works
Removed editor debug vis.
Misc Scientist AI tweaks.
Fixed severe stuttering caused by ambience emitter removal