198,725 Commits over 4,140 Days - 2.00cph!
explosion effect icon render test
added candy explosion debris for adam to test
Another little tweak wrt navmesh link traversal.
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bonefollower/camera execution reorganization, should be rock solid now
Tweaks to AI settings to prevent navmesh tears around obstacles.
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Improved network read and write performance by accessing the stream buffer directly
Skeleton arms LOD and COL
phone fix. Gang select tweak.
Fixed CalculateRoleScore bad return
Building command also assigns role
Camera alignment fix when exiting squad editor
equal chance for all item drops in a tier
Misc ai tweaks and navmesh grid link updates.
Fixed ObjectWorkQueue getting count via Linq (wtf2)
Fixed NetworkQueueList getting count via Linq (wtf)
Contains check in ExecuteConstructBuildingCommand
Added ice sheet debris decals
fixed MachineProcessCapacity
improved responsiveness when placing a building
Customisations are now applied in AI games
Fixed frost / lens dirtiness cpu perf issues in editor
Optimized frost / lens dirtiness post effect for bandwidth (2x)
reset player avatar rotation when entering CE
Added image effect control over skipping to save redundant blits
Added profiler guards to all image effects in use
Eliminated a bunch of server logging overhead that could cause frame rate drops
unit explosion sound now plays anywhere the explosion is triggered (CE preview etc)
Network groups now use ListHashSet instead of HashSet (allows for faster iteration)
Optimized SendSnapshots and FindInGroup by iterating directly over the networkable buffer
Removed ladder leading to LS roof and replaced it with a makeshift walkway