201,004 Commits over 4,171 Days - 2.01cph!
TrySetCurrentGoalPlanVariant stuff
Merged sharpen and vignette into one effect; 30% faster (0.15ms)
Fix use of null m_pVehicle in CFourWheelVehiclePhysics::SetDisableEngine
Automated Linux Build #408
started adding influence maps and debug view of them
Automated Windows Build #408
Automated Linux DS Build #408
Deleting more tree stuff.
Influence maps work a bit more now (still not quite there)
Fixed y being used instead of z when setting grid position
Couple more influence tweaks
How do you like this, silly panda?
Removed 150 more megs of speedtrees we don't need.
Grid position finding is more accurate now
Grid resetting no longer slow as fuck
EntiySettings.GridUpdateRates
Moved grid updates to a tick accumilation setup in EntityManager
Added GridManager Add/Remove
Gid[IntVector2] overload
Group and Social GridUpdateRates overrides
Fixed EntityManager GridManager update routine being broken
Entity destruction/cleanup gate
Entity/EntitySettings to BaseEntity/EntitySettings, base types are abstract
EntityComponents that want to execute Unity's Update must impement ITickable, Entity types can derive from TickableEntity
Fixed bad property drawer in BuildingSettingsEditor
Sesnes.IsPerceivable optimisations
Unit/Entity type perception cache in SensesComponentManager
Fixed bug in AI Debugger (top keks) causing NRE when rendering GPV slots
EntityManager won't tick until GameManager.GameState == Game
Unit derives from TickableEntity
Fixed missing condition in Goto
Debug Tools Object pre-existing in main scene, stores gradient for IM vis
InfluenceGrid.Reset actually works now
Unit collections parented to container in zone
Visual FX cached in a container transform
Added ScreenShake camera effect
Numerous other tidying of object parentage
Moved Machine VFX and VicinityEffect setup to init, not constructors
Shitty building placement FX
Increased timeout minites to 20
Fixed AI debugger not working
Arid biome colors.
Added a headache to myself.
Disabled terrain shader uvmix/far-splats unless pvt is enabled
Enabled uvmix/far-splats on terrain-blended meshes when pvt is enabled
Can once again sprint while reloading the crossbow bringing it in line with other projectile weapons