202,107 Commits over 4,171 Days - 2.02cph!
Vehicle sends now garbage free as well, and got network sends down to true zero garbage generated. Note that OutputStats.AddRecord still generates some garbage.
Working on Character active/inactive system. Fixing up some other stuff.
Linux binaries are built with GCC 4.8 (std=c++11)
Updated Crypto++/Curl static libs for Linux
Removed invalid conversion from HFont to char*
ground zero cols and LODs progress + prefabs end
Corrected layers on temple b tile
trap asset has collider and much less verts in the teather
EntityViewUtility.SetupCollider tweaks
Gating UnitView.Update rotation
bespoke pipes cols and LODs + prefabs
Fixing people getting stuck rotating to face a target even after the action ends
Moved human territory defend behaviour to combat/defensive module
Fix tool projects failing to build via VPC
Moving caching scene entities to NetworkLevel.
WIP improvements to human territorial AI
Physic materials, tile setup, explosion testing, layer changes (wip)
made debris chunk position offset scale a public vector3 for inspector
range rails cols and LODs + prefabs
'new game' motif for summer start
Disabled tile colliders for empty tiles when in non-edit modes
hooked up is looking animation to facetarget
Added a lifetime to explosion debris (default 10 secs)
move isLooking bool from facetargetsttings to uniview
moved ilsland02 back to build folders, fixed missing map camera
WatchTarget animations in action chain
NetworkLevel seems to be holding onto scene entities ok.
- UnitView ragdoll rigidbody & collider caching
- Fixed occasional error caused by calling Unit.Navigation.Stop when a Unit is ragdolling
Optimized environment volume tests
Added building environment type to environment volumes (to be used for monument buildings)
Ambient darkening via raycast only considers player buildings (everything else to be controlled via environment volumes)
Disable fog in underground systems (for proper darkness)
Initial start point placement
Added skipqueue console command (looks for Steam ID in connection queue and lets the player connect immediately)
Can pick up ladders inside building privilege with hammer
terrain mounds cols and LODs + prefabs
Can pick up window bars, shutters and embrasures inside building privilege with hammer
Selected unit now faces the direction of highlighted attack tile when mousing over tiles
Better error reporting when SRCDS fails to get collection details
Automated Linux DS Build #742
Automated Windows Build #742
UnitView not triggers debries explosion when unit dies
Added debris explosion prefab link to all units
Check building privilege at both building block position and player position when rotating, upgrading or demolishing (now works similar to placement)
Removed admin demolish option from hammer (bind "ent kill" to hotkey instead)
Added smoke trail to debris bits