194,448 Commits over 4,079 Days - 1.99cph!
Added spawn transform to WorldSetup
Fixed world gen spawning everything at 11y
More cleanup + can fly helicopters
World setup changes, editor script
Island prefab setup and changes
PlayerModel cleanup, optimizations and fixes
Character structural redesign
Can't pick up decayed corpses.
Automated Linux DS Build #439
WorldGen now instantiates with PrefabUtility when in editor, to keep prefab links.
Automated Windows Build #439
Automated Linux Build #439
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Verchle structure changes merge
Merged vehicle file input changes that couldn't be done directly in the previous merge
Merge from player input/motor branch
Experimental conversion of vehice classes to a new system, using partial classes to differentiate Client/Server-only components
Saved redundant fetch+sampler in a few water related passes
More water displacement on slighly inclined terrain
FOR FUCK SAKE main island
Fixed water visibility trigger overlap cases
Removed some candlight plugin stuff, nuked UnitViewEditor
Navigation.Tick returns early if we're not moving, to save setting stat values etc when we dont need to
Navigation.TrySetDestination directly calculates a path and calls SetPath instead, as a test (seems to improve repsonsiveness with larger agent numbers)
Fixed entity names being fucked.
Unit Navigation avoidance prority/data exposure test
Nuked unused ResetBehaviour action
Removed spammy morphs warnings
Fixed incoming GPV not being correctly passed through Break execution when executing player commands
Renamed EntityTypes.Generic to Collecction since we no longer have entites of Generic type
Debug stuff, Unit.Navigation robustness etc
DecisionMaker.AddDecision doesn't need to create DecisionContext when creating new Decisions on demand
Decision constructor creates a DecisionContext
index debug is no longer in ms