33,780 Commits over 4,171 Days - 0.34cph!
Added camera opaque and transparent draw sorting override; opaque defaulted to NoSorting (testing)
Merged from AI improvements 2 branch.
Client/Server related compile fixes.
Cleaned up hostility at bandit town.
Scene2Prefab bandit town.
More tweaks to Scientists at MT.
subtract
28252 (bandit town fuckery)
Added graphics.opaquesort toggle
Changed opaque construction materials to render first, after terrain
Subtracted sorting changes (28244,
28257, 28258)
Merged from ai improvements branch.
Fixed severe stuttering caused by ambience emitter removal
Misc Scientist AI tweaks.
Removed editor debug vis.
Pool all loot panels, see if that works
More tweaks to Scientist AI.
Prefab pool warmup tweaks
Able to place deployables on repair bench shelf
Prefab pool warmup tweaks
Bandit guards don't like players sleeping for too long.
Bandit guards don't like smoke grenades being thrown.
Bandit guard hostility tweaks.
Fixed repair bench UI pooling issues
Update lootpanel prefab scene
Movement rules for scientists (stay close to spawn, etc).
Updated some spawn point at military tunnels.
Scene2Prefab Military Tunnels.
Moved impostor batching code
Attempt at fixing impostor instancedata NRE
Ambience CullingGroup updates are needed much less frequently and are much faster when they do happen
Eliminate GC alloc in AmbienceManager.SortLocalEmitters
Improved new Scientist aim system
Tweaked movement restriction logic for Scientists.
Tweaked cover points at MT.
Tweaked spawn points at MT.
Scene2Prefab Military Tunnels
Proper fix for fastimpostor NRE
Slot machine , fbx and prefab set up, + arm animation.
Fixed spinnerwheel quaternion related errors
Disabled fastimpostors on macOS until fixed
Improved fastimpostors handling of fallbacks and edit-mode + small cleanup
Disabled occlusion culling on macOS until fixed
Added tree.meshes convar (limits the number of tree meshes to render, disabled by default pending testing in standalone)
Fixed serialization fuckup in MotorRowboat that could cause an NRE when switching CLIENT / SERVER in the editor
Disabled "MoveToContainer failed!" message
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Fixed enforced tree mesh count not resetting when changing tree.meshes back to 0
Optimized LOD refresh by using cell distance instead of object distance when far away
Optimized tree.meshes by only doing the full refresh when needed and removing redundant work
Removed duplicate tree imposter update in LOD refresh
fixed passing loot through floor using BBQ exploit
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Fixed vending machine loot panel pooling errors
Fixed workbench panel not refreshing when taken from pool
Improved reload awareness for Scientists (don't rush when reloading).
Duck when reloading behind partial cover.
Misc other little tweaks and improvements to Scientist AI.
Tweaks to range restrictions on spawn points at Military Tunnels.