194,518 Commits over 4,079 Days - 1.99cph!
made a slight tweak to the semi-auto rifle's iron sight alignment
Fixed debug spawning raycasting from the scene camera, now just pulls worldspace pointer position from Player.Controller, also fixed game window focus fucking shit up like a cunt
Fixed potential NRE in SelectableIndicatorWidget when the selectedEntity was destroyed (rare, editor only bug related to unrestricted selection)
hand axe model for hand axe instead of knife
Fixed viewport resize breaking water when reflections are enabled
fixed prefabID's on large barricades
fixed SingleSpawn not displaying the correct scale of spawn target prefab
fixed Barricades always spawning on server startup
Stone gate gibs are no longer the incorrect wood gate ones
door_barricades gibs double sided
more bug fixing with help of seb
Optimized BaseEntityChild.Setup
Updated BuildingTest.sav (now also contains building stability)
added resources instead of view models (thanks seb!)
Eliminated needless string reallocation from GameManager.Instantiate (relevant when streaming in thousands of entities)
tweaks to threat calculations
readded the foxgloves to the spawn population as somehow the link was broken
Prefab pool no longer hashes twice when looking up a prefab (pretty irrelevant since the key is an integer)
these said they had changed \o/
updated herbs and put them in temperate
Removed OnEnable hack from EntityFlag_Toggle (no longer slows down entity instantiates)
Fixed OnSendNetworkUpdate not being called in SendNetworkUpdateImmediate
Fixed OnPostNetworkUpdate not being called immediately when receiving a new entity
some missing target filtering data
Added refresh_stability debug console command
removed vc_road material with arrows on.
separated central hub road and ground and re-exported
made central hub_mm object
made second vc_road material that is coloured red and applied to existing bridge mm parts
Game manager no longer sets the game object name when taking from a pool (performance)
Optimized some LOD grid code (for the most part pointless, but slightly faster and better for profiling)
Added additional profiling to LOD, pooling and mesh batching code
Initial implementation of "Carrying Weapon" bravery boost
Added water visibility volumes to natural cave blocks
Grid range is now static value, increased grid cell size
Ported latest AI database entries to assets, fixed migration tool not properly checking for existing assets
Migrating AI data back to assets. Existing data and code is unaffected.
Updating sewer and tunnels, military tunnels, mine tunnels with Environment volumes and Water volumes where necessary
Moar combat AI modules to make animals avoid fire and people avoid unarmed combat
larger barricades prefabs / military tunnels update
We can now actually remove a corpse from the spit-fire, and have it carry on the shoulder again.
When a corpse is removed from the fire, we should probably stop the cooking process.
Moar stat manipulation tweaks