200,001 Commits over 4,140 Days - 2.01cph!
resize / scale decals with scroll wheel
DataAsset usage count now tracks assets, usages button opens a popup window with a list of each usage (needs updating/adding to more types)
Renamed IsHeldItem condition to ItemHasHolder, now checks for Item.Holder and Item.HoldingContainer
Interaction.ConsumeFromDispenser checks whether the parent entity is held, if applicable
Added pooling to player collision, model and name tag
Add player LOD group in prefab preprocessing rather than ingame
Don't build player meshes until they become visible
GetUsageAssets for a buch of types
GoalSettings, GoalPlanSettings, BehaviourChainSelectorSettings GetUsageAssets
Going home... Going through old input...
Human module weight tweaks
SmartObject no longer creates a trigger primitive for Senses, since we use the grid now
ResourceView sets parent gameObject.isStatic
DecisionMaker pre-allocates Decisions array
Agent Component System debugs
index debug is no longer in ms
Decision constructor creates a DecisionContext
DecisionMaker.AddDecision doesn't need to create DecisionContext when creating new Decisions on demand
Renamed EntityTypes.Generic to Collecction since we no longer have entites of Generic type
Debug stuff, Unit.Navigation robustness etc
Fixed incoming GPV not being correctly passed through Break execution when executing player commands
Removed spammy morphs warnings
Nuked unused ResetBehaviour action
Unit Navigation avoidance prority/data exposure test
Fixed entity names being fucked.
Navigation.Tick returns early if we're not moving, to save setting stat values etc when we dont need to
Navigation.TrySetDestination directly calculates a path and calls SetPath instead, as a test (seems to improve repsonsiveness with larger agent numbers)
Removed some candlight plugin stuff, nuked UnitViewEditor
Fixed water visibility trigger overlap cases
FOR FUCK SAKE main island
Saved redundant fetch+sampler in a few water related passes
More water displacement on slighly inclined terrain
Experimental conversion of vehice classes to a new system, using partial classes to differentiate Client/Server-only components
Merge from player input/motor branch
Merged vehicle file input changes that couldn't be done directly in the previous merge
Verchle structure changes merge
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Automated Linux Build #439
Automated Windows Build #439
WorldGen now instantiates with PrefabUtility when in editor, to keep prefab links.
Automated Linux DS Build #439
Can't pick up decayed corpses.