200,445 Commits over 4,140 Days - 2.02cph!
Merged from GC optimization branch to main.
We no longer sort the decisions best to worst, but rather ask DM for best decision.
Fixed potential NREs in InteractionPosition
fixed bad string formatting in Group+Knowledge
Make sure we don't instanciate PerceivedSmartobjectData or PerceivedUnitData more than once per index of the FixedArrays, and only on demand. After that, we just replace the internals.
GameTrace samples terrain splat materials
disable breeding group for DM scoring
Minor changes in FixedArray.
Starving had a list of 1 modifier, but nothing was assigned.
Misc tweaks to Unit+Senses.
-B&W2: proto implementation
Addons loaded into domain
GameTrace uses pool allocator lists instead of lambdas
RaycastHit batched collider extension methods never return null
string.Format fix in Unit.FindPerceivedSmartObjects
Experimenting with scores and UI
and another string.format fail
Added proper AI obstacles to building pieces
Moving perception classes to their own files
Group+Knowledge listens for smart_object.OnSmartObjectDestroyed
Fixed network level loading on server.
Removed old electro effect
Snow and Sand decals and impact FX's
Switch to non-batched colliders when a collider is destroyed (until the next batching update has been processed)
some container and unit item related convenience methods
OnPercievedUnitDestroyed de-linqing
Cleaned up gib spawning mess (made gibs bypass prefab preprocessing and caused huge effect spam)
Reenable child collider when it leaves a collider batch
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snow, dirt, sand decals and impact FXs.
Radial menu tinkering
Commented out log warnings in FixedArray that were killing the profiler
Unity 5.2.1f1 https://unity3d.com/get-unity/update
Batch all colliders after loading a save
Log NPC deaths (debugging)
Added GC collections to server console
TimeWarning highlights if a GC occured inside it
Tweaked NPC metabolisms
Reduced aihandlerms to 5ms by default (from 50)
Hide "Skipping profile frame..." in server console
Reduced footstep effect distance (test)
Increased calorie consumption
Fixed sleeping player models not showing in TestLevel (cuz they were technically dead)
Pool allocator improvements
Pool allocator clear resets allocation counters