202,587 Commits over 4,171 Days - 2.02cph!
Minor refactor of Database api
List init to construct in AI Manager
Instance. pattern for events in EntityManager
Layout, UnitManager pointless GameState changed callback removed
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Automated Linux Build #479
Automated Windows Build #479
Started on save/load, focusing on Survival Session and Entity Manager to start with...
Merged
Updated Race / Package missions with destination tracking
Automated Linux DS Build #479
Added gps to package pickup
Testing pathing calc change
Changed turn acceleration from 0.4 to 0.7
Physgun no longer crashes when held entity is removed and a new entity is picked up in the same frame that isn't MOVETYPE_VPHYSICS
Automated Linux Build #480
Force disabling biome tinting in lowest shader level
Automated Windows Build #480
Merged physgun changes
Merged d1_trainstation_05/ep2_outland_01 CPhysBox hack
Merged 'do not load vaudio_miles' stuff
Automated Linux DS Build #480
Increased look angle clamping.
moved dens to mirror game tree
Automated Linux Build #23
Automated Windows Build #23
Added bird flocks asset, added birds to skull landmark
Automated Linux DS Build #23
Ship->world collision improvement and refactor.
Buoyancy code refactor. Purged a load of warnings everywhere.
Collision layer, changed ship raycast to spherecast, moved non-island collision stuff to collision layer, cast now uses combined layermask check.
Added mips to some terrain textures for better texture cache occupancy
Modified remaining fetches to use lods
Moved biome tint computation to vertex program
Re-enabled biome tinting in lowest shader level
Fixed non-critical compilation error in unused shader
Disabled the distortion on water transition effect and made it a callable function for water splash/drop screen effects. Triggers on collisions above speed percent of > 0.4
More pretending I know what I'm doing with shaders
First stage gbuffer reshuffle + switch to spheremap normal encoding
"Breaks Into" on item description