193,122 Commits over 4,049 Days - 1.99cph!
Automated Linux DS Build #634
Automated Linux Build #634
Airfield underground loot spawns / doors / door barricades setup
fixed up hex blocks, lodded all pavement sections
Bunker rooms - polishing - removing/moving floating objects
Merged from Pool V3 branch, replacing pooling in Unit Manager and AI Manager for now.
Effects removal bookkeeping only happens in TickOnMinute
Replaced use of old pool with new pool and added profiler hooks.
PerceivedUnitData.IsPerceived no longer does cooldown calc in it's getter, instead we update the value in Senses.TestUnitPerception
Automated Windows Build #633
Automated Linux DS Build #633
Replaced all usage of FixedArray where we do NOT pre-allocate and use it as a pool, with List
Automated Linux Build #633
fixed up hex block 27 to new scale
Commented out quad tree profiling hooks because it seems laggy as shit
Automated Windows Build #632
Automated Linux DS Build #632
Automated Linux Build #632
Documented ILuaBase for intellisense
The new pools are now ready, but need some more testing on branch before they are ready to be merged back to main.
Continue button is hidden until XP bar has filled
Got everything working in Client/Server separate mode. Server is authority on selling items to NPCs.
Interaction changes to allow for the fact that held items can change interaction state now.
Different drug icons for interaction
Moved NPC interaction out of the helditem itself, and combined it with the existing interaction system for objects etc
Use allocating OverlapBox since the non alloc version isnt working...
Improved InteractionPosition blocked detection
Fixed consumed items not firing unit.Items events
BuildingView.SetUpgradeState KNFE fix
Effects and Senses budget reductions
Fixed Buildings not being flagged as finished
ECS budget is now in microseconds
Added KnowledgeComponentSystem, Knowledge component sorts arrays on SimTick
Make sure to null SmartSubscription.InteractionPosition in Reset
Fixed NRE when spawning buildings from debug