192,966 Commits over 4,049 Days - 1.99cph!
Clean out testing folder. This stuff is the version history if we ever need it again.
added place sleepingbag tip
added how to throw tip
added how to retrieve thrown items tip
Added netgraph.categoryfilter and netgraph.objectfilter
Only track network packet stats if netgraph is enabled
FindUnusedAssetsWindow dockable
squad verification rework
Removed some dev convars that were all broken / unused
Removed some legacy network graph garbage that's entirely unused since it was replaced by the new netgraph
removed an unnecessary squad verification
Adjusted mipmap coverage to improve tree density at long distances
more roster generation tweaks
added tooCold tip
added tooHot tip
added radiation tip
added remove radiation tip
wip:
UnitGenParams
RosterGenParams
Eliminated GC from GlobalMessages subscription (particularly ItemIcon.OnEnable / OnDisable in UIInventory.Update)
Pine trees LOD polish and settings
Pine tree LOD polish and settings
Removed itemoutline test convar (showoutlines still exists)
FindUnusedAssetsWindow display bits
RosterGeneration now picks X random unit types to fill teams with isntead of the first X types
Changed default server.metabolismtick to one second
Changed reflection probe time slicing to "individual faces"
fixed hydration + calories stats being padded by respawn
fixed ConsumeFood tip
Fixed healAtCampfire tip
Douglas Fir LOD polish and settings
Caching hair set morphs on startup
Added Find Unused Assets editor window, that generates a list of all DataAsset derived assets with no references in other others (but not because it's absurdly slow)
Buildings can now specify addons and upgrades as default, and they will be built upon completion of the building.
Added eat / drink debug convars for admins / devs (similar to hurt console command, can also take negative values)
Item.Grass no longer has a Dispenser component
Added debug filter log when we ignore something during DM filtering due empty dispenser
Fixed all morph cache GC allocs when sources are cached
Disabled morph cache data compression; traded for perf
Reduced morph cache mesh instantiation/copy overhead
Fixed "EvaluateSingleEntityPerDataId" candidate filtering option not being properly checked in TargetFilterUtility.FilterEntities (was only working in "First" mode)
Handled potential NRE in DecisionMaker.CreateDesiresOnFailure (in this cased caused by DesireTypes enum change, to be fixed by future refactor)
remove unnecessary navmesh sampling from RandomDestinationSelector
Eliminated GC allocs from crafting UI
testing Possessions tracking the current Goal when an item is picked up and removing when the Goal changes
Scientist behaviour improvements.
More on cover points.
Fixed Unit.Roles.CurrentRole being null