199,695 Commits over 4,140 Days - 2.01cph!
Automated Linux DS Build #289
A little UnitView cleanup
WorldManager sets TOD cycle length on init
Options holds cycle length
Lots of effects data balance
- Increased playership deceleration from 6 to 10
- Revenge now spawns 6 projectiles instead of 10
- Removed the room clear / xp floating text as it was a bit spammy
- Fixed level up screen issues with rebuilt player prefab
- Fixed level names on level start screen
- Mortar spawned spikeys now have a 70% chance to move towards player per chance tick instead of 90%
- Increased maximum zoom height of camera
Unit+Movement navmesh issue workaround
Fixed binds running when typing in search
Fixed a bad profiler hook in Unit+Morphs causing a bunch of overhead
More profiler hook fixes + UnitCollection tweaks
Entity's can spawn without a View
Tweaks, unit prefab audio source setup
Trying to get rid of phantom overhead; got rid of some Camera.main and Profiler.Begin/End calls
added side mirrors, rear view mirror, sun visors, inner shelf, wiper blades
Replaced nearly all runtime Camera.main calls with MainCamera.mainCamera
tech tree:
- draw icons
- don't drag recursive unless shift etc down
Time of Day update (directional scattering occlusion, cloud coloring parameter)
Fixed a number of issues with the cloud billboard textures
Reapplied sky reflection hack to atmosphere shader
Make sure all in world ambience emitters are flagged as static
Update AmbienceEmitters from AmbienceManager so we can leave emitter scripts enabled and use OnEnable to update emitter positions when pooling
Updated backend shader code to b14 (tiny changes)
Merged-in shader changes from main
Removed emission from rust/terrainblend to fit sampler limit
Shuffled terrain pvt fetch code to fit within temp register limit
Merged-in water changes and optimizations from main
perf 5 displays frame time
Fixed options opening with wrong tab selected
AmbienceManager update tweaks
Driftwood no longer spawns on rocks
Merged perf shit from main
reduce ambience emitter activation range a bit (better perf in areas with dense foliage)
merge into main
protocol++
merge into main
protocol++
loot tables + manifest + item costs (bucket/barrel)
Merged-in terrain shader shuffle/cleanup from prerelease
More water code cleanups + micro opts
Touched a few shaders just to be sure
Fixed compilation warning
waterbucket disconnect fix
Fixed collisions
Updated ProCore
Increased client per-frame message processing time
Fixed water/shore bug introduced in
14228
More compilation warnings