202,620 Commits over 4,171 Days - 2.02cph!
Fixed network level loading on server.
Removed old electro effect
Snow and Sand decals and impact FX's
Switch to non-batched colliders when a collider is destroyed (until the next batching update has been processed)
some container and unit item related convenience methods
OnPercievedUnitDestroyed de-linqing
Cleaned up gib spawning mess (made gibs bypass prefab preprocessing and caused huge effect spam)
Reenable child collider when it leaves a collider batch
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snow, dirt, sand decals and impact FXs.
Radial menu tinkering
Commented out log warnings in FixedArray that were killing the profiler
Unity 5.2.1f1 https://unity3d.com/get-unity/update
Batch all colliders after loading a save
Log NPC deaths (debugging)
Added GC collections to server console
TimeWarning highlights if a GC occured inside it
Tweaked NPC metabolisms
Reduced aihandlerms to 5ms by default (from 50)
Hide "Skipping profile frame..." in server console
Reduced footstep effect distance (test)
Increased calorie consumption
Fixed sleeping player models not showing in TestLevel (cuz they were technically dead)
Pool allocator improvements
Pool allocator clear resets allocation counters
Merge from collider-batching (beware dev servers, hide yo savegame backups)
Merge from collider-batching (beware dev servers, hide yo savegame backups)
Fixed warning in Gib class
our OnEntityDestroyed delegate was the reason for the crazy GC Allocations, not poor old Raycast!
Optimized GroupBy in Stat+Tickable and Stat+Modifiable.
Reworked EffectRecycle to also perform action on effect destroy (parent detach etc)
Ragdolls properly inheret all effects that were parented to its parent
Don't spawn effects that don't have a EffectRecycle component (because they don't get destroyed!)
Reworked EffectRecycle to also perform action on effect destroy (parent detach etc)
Ragdolls properly inheret all effects that were parented to its parent
Don't spawn effects that don't have a EffectRecycle component (because they don't get destroyed!)
fireballs use proper sound balancing (no dynamic memory allocations, no physics calls, better performance)
Effect changes compile fix
Spawning effects with DecalRecycle is also okay (not just EffectRecycle)
SmartObjectManager does the same add/remove dance as UnitManager (we should centralise to an EntityManager ptrefall?)
Refactoring PlayerController radial menu callback stuff a bit to work with new RadialButton type instead of lots of bespoke delegates
Entity destruction cleanup
created cogs and wheels, unwrapping
Updated rules - rewards player when health is low
Fix looting corpses from any distance
Profile PlayerLoot.SendUpdate()
Protobuffer CodeGenerator update
Owl forehand dive
updated Lion-El hit source
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Added EntityManager
Added Agent.Destroy, tweaked Unit/Agent/Group destructors
Fixed BiomeMaterialObject being added to UnitView twice