200,015 Commits over 4,140 Days - 2.01cph!
Fixed Zones ticking before they've been fully initialized
Cleaned up how we save and load zones/scene names (delete your saves) WIP
Dispenser spawn modes WIP
WorldManager.UnloadZones cleanup
Added ProceduralLift (baseline for lifts that aren't animator-controlled and can have multiple stops)
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
Warehouse occluder
Rocket factory occluder
Lift saves and loads the current floor
launchsite lifts placement for test
trimmed up beep truck rear,
added finished window shader
need to fix material issue on beep truck
Adjusting lift destination height
Baked more vertexpro bs to assets
Launchsite scene update
Split a bunch of editor bits into files, fixed some issues with reflection utill and caching of EntityComponent drawers
LOD scripts take distance mode (XYZ or XZ) - useful for lifts
adjust kill feed row spacing
move-attack AI now checks if the unit can actually move and attack :D
fallback move AI option now picks random unit
Scene stuff
Light tweaks.
Scene
Lighting
Driftwood isn't wetter than the surrounding terrain
Added terrain blend map support (when used monuments blend their heightmap with the blendmap falloff instead of the basic radial falloff)
Added blend map and terrain anchors to launch site
Enabled hierarchy flattening on launch site (performance)
Added outdoor environment type (use when no darkening should be applied)
fixed ores sometimes not giving the bonus on completion
fixed sand/snow ores not giving proper hqm yields
Preliminary dispensable spawn mesh support
More dispenser spawn stuff
Vehicles fully deactivate on server when stationary. ~15% less CPU usage on testmap_small.
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/
Merging server performance work into Main