254,385 Commits over 3,990 Days - 2.66cph!
EntityCollisionMessage correctly handles batched colliders
subtractive to try and fix shit refs
* Added CNavArea.SetAttributes( int atts )
* Added CNavArea.GetCostSoFar()
* Added CNavArea.ComputeAdjacentConnectionHeightChange( CNavArea )
* Added CNavLadder.GetLength()
* Added navmesh.IsLoaded()
* Added navmesh.SetMarkedArea( CNavArea )
* Added navmesh.GetMarkedArea()
* Added navmesh.SetMarkedLadder( CNavLadder )
* Added navmesh.GetMarkedLadder()
* Added navmesh.GetEditCursorPosition()
* Added navmesh.Reset()
* Added navmesh.Load()
* Added navmesh.Save()
* Added CLuaLocomotion.IsAreaTraversable( CNavArea )
* Added CLuaLocomotion.GetMaxJumpHeight()
* Added PathFollower.ResetAge()
* Added PathFollower.MoveCursorToClosestPosition( Vector pos )
* Added PathFollower.GetHindrance()
* Added PathFollower.GetCursorData()
* Added PathFollower.GetCurrentGoal()
* Added PathFollower.FirstSegment()
* Added PathFollower.LastSegment()
* PathFollower.Compute( pos, nextbot, function ) now has a third paramter - function( area, areafrom, ladder, elevator, length )
Bows fire slightly slower
Bows have much reduced headshot damage
Bows have a little more aim recoil
crossbows fire arrows with much higher velocity (50% instead of 20% )
HV arrows are 'thinner'
some camera tweaks and cleanup, made cursor a widget, added widgets list to UIMangaer (TODO: tick all widgets from the manager instead of screens?)
-some more profiler samples
-reinstated CurrDistance to draw shadows.
-hackily removed world cursor to get a feel for the camera without it.
-reverted previous commit
-merged
Subtractive merge cs2039 (camera v3)
Updated special bars
Default player to new hit system
- BaseMovement now has inspector value for floor check range. Defaults to 500 instead of 100
triggerDeath no longer defaulted in DeerController
arrow and bow material updates, arrow gibs models
Remade deer sans ragdoll until I fix all the craziness. SetAnimatorParameter returns early if Unit.AnimatorEnabled is false (prevents warning spam killing performance too)
Set up island splat stuff.
BaseMovement now has public value for how high to fly above any floor colliders
added floating rocks to lava court, texturing pipes and cogs, setting up material values
added floating rocks to lava court. texturing pipes and cogs
human max saved for max 2015
- Large view of minimap is now zoomed further out
CurrentVersion no longer cares about patch releases (unless specifically specified)
Util scripts folder cleanup
Updated maxfile for proper material import in unity, arrow gibs and tweaks backup
Added AssetPool (optimized specifically for Unity assets)
Converted mesh pooling to AssetPool
Added pool.assets console command
FOR FUCK SAKE factory room prefab
FOR FUCK SAKE adding pipe doorway type to dungen enum list
!A factory modular piece variation
Cleaned up command buffer manager / water related allocations
flushing an old changelist (cant revert)
Player prefab update to fix issues from merges
Remade deer ragdoll, updated prefabs
Merge from DM Generalization branch.
Fixed bug introduced by my changes to Breeding Group and invitation plans.
Reduced GC in the grass and dynamic decor systems
Behaviour Group now runs it's Invitation DM through the Behaviour Group Decision Maker.
Hacked around getting stuck on receiving data
Spears (stone/wood) gibs models/prefab update
More DM generic stuff. Got Unit DM completely moved over now, that DM itself is generic. BehaviourGroup DM and Group DM left.