201,998 Commits over 4,171 Days - 2.02cph!
Fixed consumed items not firing unit.Items events
Improved InteractionPosition blocked detection
Use allocating OverlapBox since the non alloc version isnt working...
Moved NPC interaction out of the helditem itself, and combined it with the existing interaction system for objects etc
Different drug icons for interaction
Interaction changes to allow for the fact that held items can change interaction state now.
Got everything working in Client/Server separate mode. Server is authority on selling items to NPCs.
Continue button is hidden until XP bar has filled
The new pools are now ready, but need some more testing on branch before they are ready to be merged back to main.
Documented ILuaBase for intellisense
Automated Linux Build #632
Automated Linux DS Build #632
Automated Windows Build #632
Commented out quad tree profiling hooks because it seems laggy as shit
fixed up hex block 27 to new scale
Automated Linux Build #633
Replaced all usage of FixedArray where we do NOT pre-allocate and use it as a pool, with List
Automated Linux DS Build #633
Automated Windows Build #633
PerceivedUnitData.IsPerceived no longer does cooldown calc in it's getter, instead we update the value in Senses.TestUnitPerception
Replaced use of old pool with new pool and added profiler hooks.
Effects removal bookkeeping only happens in TickOnMinute
Merged from Pool V3 branch, replacing pooling in Unit Manager and AI Manager for now.
Bunker rooms - polishing - removing/moving floating objects
fixed up hex blocks, lodded all pavement sections
Airfield underground loot spawns / doors / door barricades setup
Automated Linux Build #634
Automated Linux DS Build #634
Automated Windows Build #634
don't create find desires for food, this stops people gathering mushrooms and not eating them.
map editor basic terrain functionality
Waterpipe shotgun world model re-creation
hooked up all bed spawning stuff. Needs testing.