256,236 Commits over 4,018 Days - 2.66cph!
Radial menu tinkering
Commented out log warnings in FixedArray that were killing the profiler
snow, dirt, sand decals and impact FXs.
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Reenable child collider when it leaves a collider batch
Cleaned up gib spawning mess (made gibs bypass prefab preprocessing and caused huge effect spam)
some container and unit item related convenience methods
OnPercievedUnitDestroyed de-linqing
Switch to non-batched colliders when a collider is destroyed (until the next batching update has been processed)
Snow and Sand decals and impact FX's
Removed old electro effect
Fixed network level loading on server.
Moving perception classes to their own files
Group+Knowledge listens for smart_object.OnSmartObjectDestroyed
Added proper AI obstacles to building pieces
and another string.format fail
Experimenting with scores and UI
string.Format fix in Unit.FindPerceivedSmartObjects
GameTrace uses pool allocator lists instead of lambdas
RaycastHit batched collider extension methods never return null
Addons loaded into domain
-B&W2: proto implementation
Starving had a list of 1 modifier, but nothing was assigned.
Misc tweaks to Unit+Senses.
Minor changes in FixedArray.
disable breeding group for DM scoring
GameTrace samples terrain splat materials
Make sure we don't instanciate PerceivedSmartobjectData or PerceivedUnitData more than once per index of the FixedArrays, and only on demand. After that, we just replace the internals.
fixed bad string formatting in Group+Knowledge
Fixed potential NREs in InteractionPosition
We no longer sort the decisions best to worst, but rather ask DM for best decision.
Merged from GC optimization branch to main.
HitInfo has GetEntity extension method that resolves batched colliders
Agents that are Units actually store unit properly (well, semi-properly) now in DM.
GameTrace resolves batched colliders