194,179 Commits over 4,079 Days - 1.98cph!
Added pool size checking (editor only) to make sure we can't break pooling without noticing.
Using pooling with InputMessage to save on a lot of garbage. Still testing this one.
Added scene for paul to edit roads with
You now get transported to jail on death if you're wanted
Server garbage gen reduction
Messing with crime detection radius
Increased density of position samples (but not calculating path to all of them).
Ai planning experiments continues. Added Idling and some tweaks.
More AI Planning experiments. They now seek cover when they run low on ammo and reload, they will know when they're partially in cover, advance their cover toward your position or retreat in cover when hurt.
3rd person player anim tweaks
3rd person player anim tweaks
Fixed prediction errors in weapon_357
Move managed ConVars/ConCommands to lua_shared module - now properly removed/saved on disconnect again
hud now shows starts when wanted
Wanted cooldowns based on wanted levels now.
Viewmodel source update to latest rig
fix for 3rd person weapon animations not playing
Fixed 4 small Lua issues - Typo in ai_schedule.lua, leftovers in ragdoll_motion.lua & balloon.lua, bug in dcategorycollapse.lua
super buggy wip trajectory display
Rocket factory grounds / dressing progress / silo COL, LOD's, prefabs / grounds loot spawners
Unit bar button transition effects now manually controlled
Updated how wanted works.
Removed ClearSelectedUnit(), now call SetSelectedUnit(null) instead. Removed tile clearing from this and separated it.
Unitbar selection stuff works mostly.
Updated native plugins for Linux (built with older version for backwards compatibility)
Unit bar portraits now responsd to hover events. Input ignores unit hover events if there's a unit portrait hovered
Fixed PathFollower.Compute leaking Lua references
Reduced slasher damage to 3 per unit, Grabber now uses it's attack def damage. Update attack descriptions for both units.
tweak mini unit frame hover speed and in range color
Manual Linux Build (Ubuntu 14.04.5)
setup new mini unit frame with anim/texture etc
Killed all the garbage generation from NetworkStats. Keys were NetworkMessageTypes but enums cause boxing when doing comparisons, generating garbage. Switched to using ints which eliminates the garbage
Has to remove all WaitForEndOfFrame use on the server due to this regression bug in the latest Unity version breaking it when in batchmode: https://issuetracker.unity3d.com/issues/waitforendofframe-doesnt-execute-in-batchmode-on-built-project
Get rid of outline warnings
OUtlineEffect for client only. Fix NRE on built Server
Allow building debug server without building release version as well