192,974 Commits over 4,049 Days - 1.99cph!
Fixed reflections when fog=1; had to drop fake dir refl occlusion
Touched all relevant shaders
GridManager update coroutine yields to Task.Run (testing)
Moved GridManager coroutine stuff around so we dont try to update entities until game ready
Added more profile samples to morphcache
Saved some heap allocs on morphcache.setup
Renamed GridDataDefinition.FixedArraySize to InitialCellCapacity, which describes what it is actually used for
Replaced the BaseEntity.this[GridDataDefinition] with GetGridPosition
Crafting station keyword and other tidy ups
GridManager.UpdateEntity optimisation, NRE fix
Only check workshop download status once a second
Moved GridManager stuff back to main thread on a coroutine
RequestCollaborationSettings writes resulting request to blackboard
added new skin-hair haircap to female pubic and improved hairstrands on non tssaa. built prefab
Fixed profiler sample mismatch
Renamed IsBlackboardItemInPossessions condition to IsPossession as it doesnt use the blackboard
Fixed Blackboard.HasKey CraftingOrder switch case returning wrong field
Group replication and destruction
Subtracting
14319 (threaded location selector shite)
grids tick on main thread again
Workshop skin download rewrite (performance, memory, robustness)
Show number of queued skins when perf >= 9
rollback TerritoryLocationSelector thread
GIViewer.LocalKit and GIViewer.OpponentKit now get start at match load
Fixed a few lift/elevator occludee bounds
water_well_b mini monument progress backup
Run server for staging branch if running with -staging command line
No more spamming shelves on roads
Disabled the hurt overlay until it's made to not look like ass.
more wip squad editor changes to support multiple modes
Merged slash/pierce/blunt damage types into physical.
Retired "Viewmodel" layer as it is seemingly unused
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Fixed foliage tinting randomization
Improvements to Blackboard.GetEntity
Merge from weekend_branch_6
better clearing of tooltip content when mousing over something else