201,418 Commits over 4,171 Days - 2.01cph!
[D11] WIP experimental code to help speed up bootstrap type code; define IO and CPU tasks and the dependencies between them. The code will compute the optimal ordering (respecting dependencies) that maximises efficiency for both IO and CPU at the same time. Tasks are timed and data is fed back into the algorithm next time it is run, also the IO taks create data which can be used to build an asset bundle to eliminate file seeking; by running this and feeding all the information back in, and running it again, it should settle on the optimal arrangement of tasks. The system could use different data on different platforms to produce different runner code, giving the optimal performance on all devices. When code or assets change the system can be re-run to recalculate the optimal sequence, but as long as the dependencies haven't changed the old code will still function correctly, just won't be as fast as it could be. This is still in the development stages and yet to be tested with real game bootstrap tasks, which should need only minor modification to fit into the system's stubs.
Also merged in changes from Matt's streaming branch to enable async file loading in the FileSystem backends.
daily challenge leaderboard SQL query fix?
AI fix for cops trying to get to places in the air and getting frozen.
update daily challenge Ui stuff
Various tribecreate stuff & art assets
Simplified the tooltips.
New hover widgets for persons and ghosts, to replace the bottom mid dock.
Trait selection still shit.
Update other AI as well and remove debug info
Smooth scrape sounds are no longer repalced by rough scrape sounds on the 2 materials where used to happen
Removed mistakenly included hl2_game_sound_manifest.txt from being included in the actual game_sounds_manifest.txt
Made flashlight sound not stop weapon sounds
Put NetworkUser in its own little namespace. Put PersistentPerson in there too and renamed it to InhabitedEntityUser. Got a lot more sorting out to do, might rename things again.
Player characters reference NetworkUser instead of InhabitedEntityUser (PersistentPerson)
fix for no results being returned if you haven't yet registered a score in the daily challenge leaderboards.
increased points per kill.
What's New entry/screenshot.
[D11] Turn off client builds to catch server builds
[D11] Change to agent none
Custom editor for Attachable component
[D11][UI] Implemented controller navigation prompts for lootpanel items
More work on unifying all inventories
Fix for daily challenge leaderboard query
[D11] [UI] Main Menu can now return to the Title Screen and back again, includes a number of fixes for transitions and selected items when moving between pages
FuelToEffect no longer tries to start if the process queue is empty (although we should never be trying to do that really?)
... probably gonna revert this shit
Fixed moving scientists not animating the movement when parented.
odd changed files from testbox arid
[D11] TE Repair bench Lootpanel and Update to prefabs for better navaigation
[D11][WIP] Changed how Input is handled to change boat acceleration and reverse to trigger buttons
Ghost interaction/vis fixes
Hopefully fixed flakey hover buttons in tribe create
Fix for out of range error in Building.CanDeposit
[D11] More fixes for jenkins
Fixed tribe create hover menus getting stuck
Fixed tooltips triggering after delay when the source element has been disabled
[D11] Removed unnecessary stat from server performance metrics request.
[D11][WIP] Building controls, switching structures with shoulder buttons implemented.
Stat manipulators hold a list of affected stats for easier removal
Another fix for lingering tooltips
Reworked, improved and cleaned up deferred decal renderer a bit
Fixed decal lighting/GI
Switched tree_umbrella_thorn to impostor shadow + updated prefab and view