202,221 Commits over 4,171 Days - 2.02cph!
Fixed bad Building.PercentageOfRequirementsMet values causing people to build stuff that cannot yet be built
Roles on Goals
Debug hookup fixes
Fixed bad music triggers
Disabled collaboration navmesh update toggling since it seems to break a lot in 5.5, needs further investigation
ProtoInclude PersistedSmartObjectData
Building attachment prototpying
fixed a missing constructor
Avoid creating new SmartSubscriptions in TrySubscribe, use FixedArray GetEnd pattern properly
Behaviour moved to BaseBehaviour, now abstract, inherits from PooledObject for generic pooling support
Lots of profiler hooks, and pooling changes
don't cancel action continuously while holding right click
Proj cleanup, assets, scene seperation, level script
Loggin level back to info
Movement and input tweaks
moba style hotkey bindings
a bunch of backend entity/class stuff
player spawns model from data/prefab, not embedded, now only a single player prefab
Client ready, prefab fixes
prefabs have navmesh modifers on them
projectile mount in player, player model instantiated in Start
FOR FUCK SAKE ocean shader, adding WIP foam and stuff
entityclass assignment on server load
* Fixed Entity.GetPoseParameterName crashing the game with invalid values
Automated Linux Build #510
Automated Windows Build #510
Automated Linux DS Build #510
Added "-nogammaramp" command-line parameter (disables the engine's gamma correction and uses Windows', should look in to defaulting this really)
Automated Linux Build #511
Automated Windows Build #511
Automated Linux DS Build #511
Entity creation from data, lots of generics, base types, cleanup, spawners, data moved to assets etc
EntityClasses Get fix/overload