200,277 Commits over 4,140 Days - 2.02cph!
Automated Linux DS Build #404
Vital.CurrentValue setter uses Mathf.Approximately to gate event invocation
Get fucked FixedUpdate through ECS due to some apparent Unity overhead
Spears use arrow damage type when thrown
Added throwable damage properties
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LSO component now properly disabled if effect is off; was affecting profiling in editor
Cache AI module condition state on Agent each simtick
Profiler shit
Safe exchange shopfront models/LODs/Gibs/COLs & Prefabs
Twig building tier takes damage from arrows
setting is turning to false is is moving is true to the units trying to rotate to face something but never managing to finish it so walking sideways or backwards
added eat trigger for eating single items like berrys
setup berry bush to use the animation to eat insted of gather (uses wait to stop the animation from ending too early)
FOR FUCK SAKE bouncer trailer
!A trail texture/material
Adjusted some throwable damage types to be the same as for their corresponding melee strikes
Thrown items lose condition on impact and break when their condition is zero
Thrown items no longer randomly break and disappear (only break when their condition is zero)
small distance calc optimisation
vm grenade source updates
Senses budget tick and stuff
IntVector2.Distance in TestUnitPerception
UDM.FilterBehaviourTargets profiler hooks
EntityManager budget is const
Grenades can be dropped with right click
When looking at constructions, grenades are attached to them when dropped with right click
Network++
double barrel shotgun viewmodel animations + sound effects
Removed Late and FixedTick from Manager + ECS
Moved LateTick stuff from Animation to UnitView (cc frankieh)
Nuked deferred reflections; saved ~1 ms/frame on gtx 960 at 1920x1080
Moved base deferred pass indirect spec to main/directional deferred lighting pass
Force disabled reflection cube projection and blending for that extra bit
Touched all affected shaders
reverted enviroment prefab
Drop default music volume a bunch
Enable music by default
Add console vars to set gap between songs (music.minSongGap and music.maxSongGap)
Reduce default gap between songs
Start music when intensity is raised and no music is playing
Don't play songs if music volume is turned down all the way
Added combatlogsize server convar
Grenades don't do splash damage to constructions when attached to construction (balance, exploits)
Fixed projectiles very rarely breaking / sticking with break / stick probability of zero
Grenade wall placement uses spherecast, less range
Removed metal shopfront item (not ready for prime time yet, subtract this when it is)
Added BaseEntityComponent, cleaned up derived types
Improved skinned mesh collider performance by doing a trivial reject against the mesh bounds