241,391 Commits over 3,867 Days - 2.60cph!
More World/Grid init order shuffling
Zone size takes into account multiple terrains
Car impact detection working on the client now
Refactoring world/season stuff, data
Zone stores lists of Decor/Group spawns
Fixed missing skidmarks tex
All explosions have their own unique sounds now
Fix a bunch of explosions having a second c4 sound on one of the smoke particle objects
General explosion sound polish
old bone armor no longer drops
First iteration of adding deconstruction of buildings (only applied to Small Wooden Hut for now).
Zones support multiple terrains
TimeManager exposes ranges for start datetime, as well as the days per year used to calculate our TOD scaler
Clean up pause/resume behaviour, MotionBlur is correctly toggled
DebugTools shows full dateTime
Automated Linux DS Build #427
TimeManager.DateTime is constructed on demand, using second/minute/hour from TOD and scaled values from the internal dateTime field
Moved more SkinnedMultiMesh stuff to prefab preprocessing
Automated Windows Build #427
Forgot to include two files
Applied the optimization of OnParentDestroying to OnPostNetworkUpdate and OnSendNetworkUpdate
Improved GridManager / WorldManager init order
Fixed speed trap reset issue
More descriptive "already destroyed" error msgs
TOD prefab tweaks to match the default temperate TOD xml that is no longer being loaded from the BiomeSettings
Cleaning up the TimeManager event listeners in EntityComponents
Optimized SkinnedMultiMesh GetComponentsInChildren calls
Optimized SkinnedMultiMesh LODGroup stripping
Forgot to reset timeScale lerp value
Moved all game speed management to TimeManager, including timeScale lerp which now works properly
Experiment: Alternative to BroadcastMessage.OnParentDestroying
Moved all time related stuff to TimeManager
Added errors when we're trying to destroy entities that already destroyed
Changing Game Speed should now Lerp toward the new target value.
Enabled player mesh pooling by default on 64bit systems
EvaluationTargetType should probably switch on the Mode of the condition/consideration?
Item Value for Building now support two modes (TargetItemBlackboardBuilding and TargetBuildingBlackboardItem).