200,010 Commits over 4,140 Days - 2.01cph!
More work on R*-trees and influence queries.
A bit more work on stress testing the R*-tree.
Fix warnings about "SendMessage cannot be called during Awake, CheckConsistency, or OnValidate"
dropbox no longer tosses items submitted when full into the world (stay in input slot)
use curve to weight aimcones
Get rid of the warning for setting later in OnValidate, plus clearing unused meta files again.
Fixing some errors in Server mode. Removing orphaned meta files from the recent merge.
Grand canyon valley wip.
Fixed the mismatched grass colors & spec, just to soothe my delicate soul.
Mission failure on character death
Fixewd bug with copying memory streams that was breaking my NetworkSimulator
Actually fixed NetworkSimulator buffer issues properly (I hope). No more client spewing errors
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Fixed the cash getting method. Previously it would return a max of one of each note type.
Complete missions, get money.
Roof module, scene update
Optimized Anisotropic Filtering and Trilinear Filtering settings on workshop skins (perf)
No longer globally force the minimum AF setting on all textures, only limit the maximum instead (perf)
Rocket factory / lift shaft ladders / UV map fixes / ladder fixes / fixed gaps in geometry / material tweaks
Update core shader base; repacked core/generic
Updated core/hair shader to latest
CommandBlock protobuf definition
WIP CommandBlock code implementation
Fixed hair issue with multiple cameras
Fixed core shaders compile warning
branching for CommandBlock implementation cus I'm probably gonna fuck something
WIP on testing QuadTree against RTree and Physics SphereCastNonAlloc.
Added decal.clear console command
Rocket factory / vertex paint / tweaks and fixes
Added instancing support to deferred decals (still testing, disabled by default)
Added decal.instancing, decal.limit and decal.capacity convars
Added Basic Menu Screen and kill score.
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fixed issue with host gameinstance next free unit ID being wrong
reworked unit manager init