252,187 Commits over 3,990 Days - 2.63cph!
- Laser turrets default to not changing direction
- Can now press R in testbed to regen and restart the current room
- Reworked some level building code
Fixed another UpdateLookingAt performance issue (RUST-653)
Hit tests can specify whether or not multiple hits on the same skinned mesh collider should be returned
Started adding camera modules and input modules.
- Testbed now stores lists of rooms by tileset and tilesets by area
Restart calls quit after timer reaches zero (to guarantee consistent behaviour)
Merged ambience & warmup benchmarks to main
Added procmap.pvt benchmark (should this be enabled by default, or should we get rid of it)
- Can now play straight into Testbed scene with the selected room from Editor loaded. Player collision auto disabled in testbed scene. Returns back to previously loaded editor scene when play is stopped.
- New options in the custom Play window
Player pullback fix (merge error)
BehaviourChainElement.Entity is now "optional", as is the Behaviour constructor's Entity parameter
nothing to write home about
Unit portrait camera progress
- WIP testbed launching into selected room (don't click the new button yet)
PlayerModelRebuild perf tweaks, profiling
Scoring for cancelled goals now traverse the entire goal history.
Confidence in Decision no longer use enumerator like it had to with a queue for cancellation history.
Culled out parent item requirement stuff
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Unit portrait camera stuff
Fixed followTarget NRE in PlayerCamera
UnitCameraWidget progress
Close fit shadow projection on High and Ultra
The Donald was apparently never commited.
Automated Linux DS Build #5
Automated Linux DS Build #312
Automated Windows Build #5
Automated Windows Build #312
Merge sv_crazyphysics_wheels
Automated Linux Build #312
SQLite updated from 3.6.23.1 to 3.12.2
PlayerCamera raycast workaround (keep last good height value)
Added an imperceptable bump to the camera test scene terrain. It works now.
Added camera test scene for trying to hunt down the camera bug.