199,538 Commits over 4,140 Days - 2.01cph!
Load optimisations
GameManager no longer bootstraps via coroutine, loads GUI from Awake and inits in Start instead
Cleaned up entity view destruction
More work on player camera persistence
FOR FUCK SAKE shader/material
EntityManager.Reset doesn't need to go through the full entity destruction path
Cleaning up Singleton/ManagerExtension init flagging, ECS reset
Drag detection fix, fixes.
srcdsWorkshop: Possible fix for linux not writing files
Automated Linux Build #491
Automated Windows Build #491
Fix deployable placement sounds not being impacted by game volume slider
Lots of new item UI sounds and tweaks to existing ones
Automated Linux DS Build #491
Suimono disabled by default
Menuscreen works, Navigation with gamepad works
Fixed a bunch of silly shit with bootstrap/game manager init
fix when itemcontainer gets destroyed.
merged inventory screen updates
AudioManager reset returns pooled sources
SmartObject persistence WIP
TimeManager persistence improvements
WorldManager weather persistence
Some unit portrait clone optimisations
Split socials persistence to partial, removed a foreach in OnMinute callback
ActionChain uses FixedArray to avoid any dynamic allocs, added pooling for action chains
Removed NullItention
reduced ammo chance in supply drop
supply drop falls slightly slower
reduced cost of most low level clothing items (burlap, beenie, candle hat, skirt etc)
Implemented culling volumes for interior environments
Enforcing specularity-based dielectric
Deferred anisotropic lighting path using (disney ggx) + rust/std-aniso shader
Final gbuffer layout
Fixed delay on some objects before they turn visible
Fixed duplicates in the culling volume manager
FOR FUCK SAKE ocean shader/mat
ActionChain pool return moved to behaviour/effect exit/complete state handling
Added vehicle visual damage
Fixed Action events not being cleared
Vehicle damage FX work. Removed temp stuff.