201,985 Commits over 4,171 Days - 2.02cph!
Decision constructor creates a DecisionContext
DecisionMaker.AddDecision doesn't need to create DecisionContext when creating new Decisions on demand
Renamed EntityTypes.Generic to Collecction since we no longer have entites of Generic type
Debug stuff, Unit.Navigation robustness etc
Fixed incoming GPV not being correctly passed through Break execution when executing player commands
Removed spammy morphs warnings
Nuked unused ResetBehaviour action
Unit Navigation avoidance prority/data exposure test
Fixed entity names being fucked.
Navigation.Tick returns early if we're not moving, to save setting stat values etc when we dont need to
Navigation.TrySetDestination directly calculates a path and calls SetPath instead, as a test (seems to improve repsonsiveness with larger agent numbers)
Removed some candlight plugin stuff, nuked UnitViewEditor
Fixed water visibility trigger overlap cases
FOR FUCK SAKE main island
Saved redundant fetch+sampler in a few water related passes
More water displacement on slighly inclined terrain
Experimental conversion of vehice classes to a new system, using partial classes to differentiate Client/Server-only components
Merge from player input/motor branch
Merged vehicle file input changes that couldn't be done directly in the previous merge
Verchle structure changes merge
▅▅▇█▍▍▍ - ▉▄▌ ▄▊▅█▇█▇
* ▋▊▉▅▇ ▋▄▇▍▌▌▌▅▌ ▍▍▋▆▄▌█ ▅▊▉▆ ▉▅ ▍▉▆▇ ▇▄ ▄▊▆ ▇▌▋ ▇▇▅▍▄▅▊▍▍ ▄▊█▆▆▊▌▊
Automated Linux Build #439
Automated Windows Build #439
WorldGen now instantiates with PrefabUtility when in editor, to keep prefab links.
Automated Linux DS Build #439
Can't pick up decayed corpses.
Character structural redesign
PlayerModel cleanup, optimizations and fixes
Island prefab setup and changes
World setup changes, editor script
More cleanup + can fly helicopters
Fixed world gen spawning everything at 11y
Added spawn transform to WorldSetup