195,819 Commits over 4,110 Days - 1.99cph!
Two new console commands:
fill_stockpile - fills whatever stockpile is under the mouse cursor with the appropriate item
finish_build - finishes the construction process of whatever building is under the mouse cursor
tweak health bar unit shatter effect
kill feed tweak and some cleanup
Merging server performance work into Main
Improve server performance by ~30% by having NetworkEntities use an Update call manager. See also: https://blogs.unity3d.com/2015/12/23/1k-update-calls/
Vehicles fully deactivate on server when stationary. ~15% less CPU usage on testmap_small.
More dispenser spawn stuff
Preliminary dispensable spawn mesh support
fixed ores sometimes not giving the bonus on completion
fixed sand/snow ores not giving proper hqm yields
Added outdoor environment type (use when no darkening should be applied)
Added blend map and terrain anchors to launch site
Enabled hierarchy flattening on launch site (performance)
Added terrain blend map support (when used monuments blend their heightmap with the blendmap falloff instead of the basic radial falloff)
Scene
Lighting
Driftwood isn't wetter than the surrounding terrain
Scene stuff
Light tweaks.
move-attack AI now checks if the unit can actually move and attack :D
fallback move AI option now picks random unit
adjust kill feed row spacing
LOD scripts take distance mode (XYZ or XZ) - useful for lifts
Split a bunch of editor bits into files, fixed some issues with reflection utill and caching of EntityComponent drawers
Baked more vertexpro bs to assets
Launchsite scene update
Adjusting lift destination height
trimmed up beep truck rear,
added finished window shader
need to fix material issue on beep truck
launchsite lifts placement for test
Lift saves and loads the current floor
Warehouse occluder
Rocket factory occluder
Fixed WorldManager.Load loading scenes multiple times
Fixed an issue with weather loading
Fixed some shitty init order stuff with World/Zones, needs more work tho
Added ProceduralLift (baseline for lifts that aren't animator-controlled and can have multiple stops)
WorldManager.UnloadZones cleanup