200,001 Commits over 4,140 Days - 2.01cph!
PlayerCamera raycast workaround (keep last good height value)
SQLite updated from 3.6.23.1 to 3.12.2
Automated Linux Build #312
Merge sv_crazyphysics_wheels
Automated Windows Build #312
Automated Windows Build #5
Automated Linux DS Build #312
Automated Linux DS Build #5
The Donald was apparently never commited.
Close fit shadow projection on High and Ultra
Fixed followTarget NRE in PlayerCamera
UnitCameraWidget progress
Unit portrait camera stuff
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Culled out parent item requirement stuff
Confidence in Decision no longer use enumerator like it had to with a queue for cancellation history.
Scoring for cancelled goals now traverse the entire goal history.
PlayerModelRebuild perf tweaks, profiling
- WIP testbed launching into selected room (don't click the new button yet)
Unit portrait camera progress
nothing to write home about
BehaviourChainElement.Entity is now "optional", as is the Behaviour constructor's Entity parameter
Player pullback fix (merge error)
- Can now play straight into Testbed scene with the selected room from Editor loaded. Player collision auto disabled in testbed scene. Returns back to previously loaded editor scene when play is stopped.
- New options in the custom Play window
Added procmap.pvt benchmark (should this be enabled by default, or should we get rid of it)
Merged ambience & warmup benchmarks to main
Restart calls quit after timer reaches zero (to guarantee consistent behaviour)
- Testbed now stores lists of rooms by tileset and tilesets by area
Started adding camera modules and input modules.
Fixed another UpdateLookingAt performance issue (RUST-653)
Hit tests can specify whether or not multiple hits on the same skinned mesh collider should be returned
- Can now press R in testbed to regen and restart the current room
- Reworked some level building code
- Laser turrets default to not changing direction
Powerline pylons b and c (variations)
- Added a turret missile tile to Rotorz
- New factory room and tweaks th others