255,859 Commits over 3,990 Days - 2.67cph!
Entity creation from data, lots of generics, base types, cleanup, spawners, data moved to assets etc
Automated Linux DS Build #511
Automated Windows Build #511
Automated Linux Build #511
Added "-nogammaramp" command-line parameter (disables the engine's gamma correction and uses Windows', should look in to defaulting this really)
Automated Linux DS Build #510
Automated Windows Build #510
Automated Linux Build #510
* Fixed Entity.GetPoseParameterName crashing the game with invalid values
entityclass assignment on server load
FOR FUCK SAKE ocean shader, adding WIP foam and stuff
projectile mount in player, player model instantiated in Start
prefabs have navmesh modifers on them
Client ready, prefab fixes
moba style hotkey bindings
a bunch of backend entity/class stuff
player spawns model from data/prefab, not embedded, now only a single player prefab
Movement and input tweaks
Loggin level back to info
Proj cleanup, assets, scene seperation, level script
don't cancel action continuously while holding right click
Avoid creating new SmartSubscriptions in TrySubscribe, use FixedArray GetEnd pattern properly
Behaviour moved to BaseBehaviour, now abstract, inherits from PooledObject for generic pooling support
Lots of profiler hooks, and pooling changes
fixed a missing constructor
Building attachment prototpying
ProtoInclude PersistedSmartObjectData
Debug hookup fixes
Fixed bad music triggers
Disabled collaboration navmesh update toggling since it seems to break a lot in 5.5, needs further investigation
Fixed bad Building.PercentageOfRequirementsMet values causing people to build stuff that cannot yet be built
Roles on Goals
static prop version of the players shelf
More rehooking up bullshit.
Harbor_1 misc
Junk piles models/LODs/COLs/Textures and prefabs