202,063 Commits over 4,171 Days - 2.02cph!
Sound test on minion attacks.
Fixed that some small static rocks were never culling
Fixed lootpanel missing references
avatars for human minions
Fixed the complete mess of our loot prefabs, added proper culling for everything
Network++
Fixed stone hatchet invisible in workshop
Item store auto pricing (based on age)
Relationship system callbacks made optional via flags in data (animals don't need to have opinions on each other
Added a bunch of profiler samples while GC hunting in Trigger evaluation callbacks
Fixed Unit.Physiology.BaseScale not being used when settings View scale in Aging component
Split DecisionMaker into a partial, cleaned up internal methods adding some debug logs for fresh decision allocation
Improved DecisionMaker decision clearing
Probably fixed animation offsets.
Fixed units not having their age set correctly on creation
Moved effect trigger evaluation to the Effects component, called once per game minute
Updated entity id usage to use EntityId rather than int
Cleaned up Wearables prefab retrieval
Soft shadows now allowed from GQ=2+
Effects component uses an internal budget for trigger evaluation
More budgeting and triggers refactoring
Added FixedArray overload constructor allowing an ICollection to to passed in to populate the array
Effects.Tick trigger eval budget GC improvements
Removed all use of UnityEvent in Triggers
Fixed shitty budget ticker conditions
Merging character in ground fix
Fixed a possible regression with Favourites server list
Automated Windows Build #528
▅▋▌▉▍▆▇██▋▆▊ ▇▅█ ▋▌▆▇▋█.▉▅▍▍▊▉▅▉▊▌▄
Automated Linux DS Build #528
Automated Linux Build #529
Automated Windows Build #529
Added rainbow folders :heart_eyes:
Fixed some weapon prefabs
scenario event is static
fixed ranger anims
Automated Linux DS Build #529
CTF should now set ready status depending on player count of each team
FX destruction tweaks, various cleanup
client unreadying when leaving