199,258 Commits over 4,140 Days - 2.01cph!
New mission structure. Merging in.
added inactive customisation editor state, switch to it on enter/exit editor.
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Gang missions now only start if there are players connected in at least two gangs
remove explosion debris when exiting CE.
NRE checked some board ripple effect stuff.
fixed some bugs when spamming escape.
Removed ladder leading to LS roof and replaced it with a makeshift walkway
Network groups now use ListHashSet instead of HashSet (allows for faster iteration)
Optimized SendSnapshots and FindInGroup by iterating directly over the networkable buffer
unit explosion sound now plays anywhere the explosion is triggered (CE preview etc)
Eliminated a bunch of server logging overhead that could cause frame rate drops
Added image effect control over skipping to save redundant blits
Added profiler guards to all image effects in use
reset player avatar rotation when entering CE
Fixed frost / lens dirtiness cpu perf issues in editor
Optimized frost / lens dirtiness post effect for bandwidth (2x)
Customisations are now applied in AI games
fixed MachineProcessCapacity
improved responsiveness when placing a building
Added ice sheet debris decals
Contains check in ExecuteConstructBuildingCommand
Fixed NetworkQueueList getting count via Linq (wtf)
Fixed ObjectWorkQueue getting count via Linq (wtf2)
Misc ai tweaks and navmesh grid link updates.
equal chance for all item drops in a tier
Camera alignment fix when exiting squad editor
Building command also assigns role
Fixed CalculateRoleScore bad return
phone fix. Gang select tweak.
Skeleton arms LOD and COL
Improved network read and write performance by accessing the stream buffer directly
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Tweaks to AI settings to prevent navmesh tears around obstacles.
bonefollower/camera execution reorganization, should be rock solid now
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