202,364 Commits over 4,171 Days - 2.02cph!
Moved attack tile highlighting logic out of AttackState and into a function of TileHighlighter that takes a Unit param
Merge from art.
Various changes.
Removed BoneFollower (client optimization), second attempt
Static class for calculating match outcome Elo ratings (expeted and resulting)
Elo test script
Proxy players don't need inventory at all, only server and owner do. Removing inventory from proxys.
Added eloRating to PlayerRecord protobuf
PlayerRecord entries are now created with default Elo.StartRating value
Nicer street gen but still some gaps and errors
Continuing to refactor things out of the general character into more specific sub-areas. Motor this time.
Doing the same thing to inputs - Moving from the base Character to the server and owner, removing references from proxy.
Better automatic nav mesh obstacle sizing for resource views
Caves - Updating cave 01 outside cliff mesh, updated lost and found and island01 to fit terrain
Cooking raw deer meat now correctly turns into cooked deer meat
PlayerRecord.AdjustMatchStats now updates player elo ratings
PlayerDatabase.Stats now shows elo ratings as well
Changed biome and splat terrain maps from AOS to SOA memory layout (far better compression)
PlayerDatabase now also keeps a list of players sorted by elo
rebaked island2
rebaked lost & found
GetLeaderboardNeighboursForPlayer
cursor fixes for match outcome screen and in-game escape menu
Last of the forest ground clutter.
Improved rendering of draw.RoundedBox corners at corner size > 64 and 16-32
Added some code to prevent crazy physics with welding world to certain props
Updated TTT to latest version
craft count debugging
fix VM box access bug
Cherrypicking only player model changes (may be temporary)
update to sal cleaver controller
Fixed DFileBrowser not working with root/empty base directory.
Improved world serialization