200,010 Commits over 4,140 Days - 2.01cph!
Updating sewer and tunnels, military tunnels, mine tunnels with Environment volumes and Water volumes where necessary
Migrating AI data back to assets. Existing data and code is unaffected.
Ported latest AI database entries to assets, fixed migration tool not properly checking for existing assets
Grid range is now static value, increased grid cell size
Added water visibility volumes to natural cave blocks
Initial implementation of "Carrying Weapon" bravery boost
Game manager no longer sets the game object name when taking from a pool (performance)
Optimized some LOD grid code (for the most part pointless, but slightly faster and better for profiling)
Added additional profiling to LOD, pooling and mesh batching code
removed vc_road material with arrows on.
separated central hub road and ground and re-exported
made central hub_mm object
made second vc_road material that is coloured red and applied to existing bridge mm parts
Added refresh_stability debug console command
some missing target filtering data
Removed OnEnable hack from EntityFlag_Toggle (no longer slows down entity instantiates)
Fixed OnSendNetworkUpdate not being called in SendNetworkUpdateImmediate
Fixed OnPostNetworkUpdate not being called immediately when receiving a new entity
updated herbs and put them in temperate
these said they had changed \o/
Prefab pool no longer hashes twice when looking up a prefab (pretty irrelevant since the key is an integer)
readded the foxgloves to the spawn population as somehow the link was broken
tweaks to threat calculations
Eliminated needless string reallocation from GameManager.Instantiate (relevant when streaming in thousands of entities)
added resources instead of view models (thanks seb!)
Updated BuildingTest.sav (now also contains building stability)
Optimized BaseEntityChild.Setup
more bug fixing with help of seb
door_barricades gibs double sided
Stone gate gibs are no longer the incorrect wood gate ones
fixed prefabID's on large barricades
fixed SingleSpawn not displaying the correct scale of spawn target prefab
fixed Barricades always spawning on server startup
Fixed viewport resize breaking water when reflections are enabled
hand axe model for hand axe instead of knife
Fixed debug spawning raycasting from the scene camera, now just pulls worldspace pointer position from Player.Controller, also fixed game window focus fucking shit up like a cunt
Fixed potential NRE in SelectableIndicatorWidget when the selectedEntity was destroyed (rare, editor only bug related to unrestricted selection)
made a slight tweak to the semi-auto rifle's iron sight alignment
IsWithinPerceptionRangeSettings tweak
Removed BaseEntity arg from Stat constructor
IsWithinPerceptionRangeSettings dummy stat instances
Fixed WithinJoggingPerceptionRange causing NREs in OnEnable