194,012 Commits over 4,079 Days - 1.98cph!
Improved network read and write performance by accessing the stream buffer directly
Skeleton arms LOD and COL
phone fix. Gang select tweak.
Fixed CalculateRoleScore bad return
Building command also assigns role
Camera alignment fix when exiting squad editor
equal chance for all item drops in a tier
Misc ai tweaks and navmesh grid link updates.
Fixed ObjectWorkQueue getting count via Linq (wtf2)
Fixed NetworkQueueList getting count via Linq (wtf)
Contains check in ExecuteConstructBuildingCommand
Added ice sheet debris decals
fixed MachineProcessCapacity
improved responsiveness when placing a building
Customisations are now applied in AI games
Fixed frost / lens dirtiness cpu perf issues in editor
Optimized frost / lens dirtiness post effect for bandwidth (2x)
reset player avatar rotation when entering CE
Added image effect control over skipping to save redundant blits
Added profiler guards to all image effects in use
Eliminated a bunch of server logging overhead that could cause frame rate drops
unit explosion sound now plays anywhere the explosion is triggered (CE preview etc)
Network groups now use ListHashSet instead of HashSet (allows for faster iteration)
Optimized SendSnapshots and FindInGroup by iterating directly over the networkable buffer
Removed ladder leading to LS roof and replaced it with a makeshift walkway
remove explosion debris when exiting CE.
NRE checked some board ripple effect stuff.
fixed some bugs when spamming escape.
Gang missions now only start if there are players connected in at least two gangs
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added inactive customisation editor state, switch to it on enter/exit editor.
New mission structure. Merging in.
squad editor UI fixes for hitting escape then going back in
Fix mission task highlight ordering issue + make transfer targets global if they're containers
Optimized bloom again w/ reduced cpu overhead + slight gpu (lowp) + cleaned
increased MM_ChatNotification_ServerPopulationMax from 10 to 50
Let ReceiveSpecificItemTaskInstance look for the specific item entering gang inventory, since unlike ReceiveItemTaskInstance, the item can't be stacked or modified in any way so it should be safe
can now assign explosion decals per unit explosion definition.
any existing tile scorch decals are now replaced by the ones from the most recent explosion.
set defaults.