241,271 Commits over 3,867 Days - 2.60cph!
Unit collections parented to container in zone
Visual FX cached in a container transform
Added ScreenShake camera effect
Numerous other tidying of object parentage
Moved Machine VFX and VicinityEffect setup to init, not constructors
InfluenceGrid.Reset actually works now
Debug Tools Object pre-existing in main scene, stores gradient for IM vis
Fixed missing condition in Goto
Unit derives from TickableEntity
Fixed bug in AI Debugger (top keks) causing NRE when rendering GPV slots
EntityManager won't tick until GameManager.GameState == Game
Unit/Entity type perception cache in SensesComponentManager
Sesnes.IsPerceivable optimisations
Entity/EntitySettings to BaseEntity/EntitySettings, base types are abstract
EntityComponents that want to execute Unity's Update must impement ITickable, Entity types can derive from TickableEntity
Fixed bad property drawer in BuildingSettingsEditor
Entity destruction/cleanup gate
Fixed EntityManager GridManager update routine being broken
Group and Social GridUpdateRates overrides
EntiySettings.GridUpdateRates
Moved grid updates to a tick accumilation setup in EntityManager
Added GridManager Add/Remove
Gid[IntVector2] overload
Grid resetting no longer slow as fuck
Grid position finding is more accurate now
Removed 150 more megs of speedtrees we don't need.
How do you like this, silly panda?
Couple more influence tweaks
Fixed y being used instead of z when setting grid position
Influence maps work a bit more now (still not quite there)
Deleting more tree stuff.
Automated Linux DS Build #408
Automated Windows Build #408
started adding influence maps and debug view of them
Automated Linux Build #408
Fix use of null m_pVehicle in CFourWheelVehiclePhysics::SetDisableEngine
Merged sharpen and vignette into one effect; 30% faster (0.15ms)
TrySetCurrentGoalPlanVariant stuff
Renamed BeforeDebugObject to DebugToolsObject, fixed Instance property
vm f1 grenade drop & attach anim source
Builder, attempt to detect freezes
Reorderable unique-ness fix
Fixed NRE in PlayeProgression
Added a downsampled source toggle to our custom bloom; made it 25% faster
Added bloom debug option
Moved gate closing in ECM