241,425 Commits over 3,867 Days - 2.60cph!
▅▅▇█▍▍▍ - ▉▄▌ ▄▊▅█▇█▇
* ▋▊▉▅▇ ▋▄▇▍▌▌▌▅▌ ▍▍▋▆▄▌█ ▅▊▉▆ ▉▅ ▍▉▆▇ ▇▄ ▄▊▆ ▇▌▋ ▇▇▅▍▄▅▊▍▍ ▄▊█▆▆▊▌▊
Verchle structure changes merge
Merged vehicle file input changes that couldn't be done directly in the previous merge
Merge from player input/motor branch
Experimental conversion of vehice classes to a new system, using partial classes to differentiate Client/Server-only components
Saved redundant fetch+sampler in a few water related passes
More water displacement on slighly inclined terrain
FOR FUCK SAKE main island
Fixed water visibility trigger overlap cases
Removed some candlight plugin stuff, nuked UnitViewEditor
Navigation.Tick returns early if we're not moving, to save setting stat values etc when we dont need to
Navigation.TrySetDestination directly calculates a path and calls SetPath instead, as a test (seems to improve repsonsiveness with larger agent numbers)
Fixed entity names being fucked.
Unit Navigation avoidance prority/data exposure test
Nuked unused ResetBehaviour action
Removed spammy morphs warnings
Fixed incoming GPV not being correctly passed through Break execution when executing player commands
Renamed EntityTypes.Generic to Collecction since we no longer have entites of Generic type
Debug stuff, Unit.Navigation robustness etc
DecisionMaker.AddDecision doesn't need to create DecisionContext when creating new Decisions on demand
Decision constructor creates a DecisionContext
index debug is no longer in ms
Agent Component System debugs
ResourceView sets parent gameObject.isStatic
DecisionMaker pre-allocates Decisions array
SmartObject no longer creates a trigger primitive for Senses, since we use the grid now
Human module weight tweaks
Going home... Going through old input...
GoalSettings, GoalPlanSettings, BehaviourChainSelectorSettings GetUsageAssets
GetUsageAssets for a buch of types
Added pooling to player collision, model and name tag
Add player LOD group in prefab preprocessing rather than ingame
Don't build player meshes until they become visible
Renamed IsHeldItem condition to ItemHasHolder, now checks for Item.Holder and Item.HoldingContainer
Interaction.ConsumeFromDispenser checks whether the parent entity is held, if applicable
DataAsset usage count now tracks assets, usages button opens a popup window with a list of each usage (needs updating/adding to more types)
resize / scale decals with scroll wheel
cave_small_medium layout
3 extra cave blocks to add granularity
Inventory updates
Fixed culling
backup current terrain files and splats
Container/Item refactoring and cleanup
More CookCorpse and machine process fiddling