202,285 Commits over 4,171 Days - 2.02cph!
Looking at doing day / night cycle
Started adding Hunt Desire
Disabled allow MSAA on main camera
Updated SSAO + fixed OnPostRender error
Reapplied packed hdr and tweaked tier settings
skin approval + icons
fixed missing hatchet
Cleanup in ssao
Small water reflection optimization (bw++, all platforms)
Hunt desire creation from radial
Build navmesh async, to try to avoid consuming all server cores (slower but friendlier)
backup/progress
static chair prop adapted from deployable
External walls block ai
External gates block ai (unless open)
Ores block ai
Massively improved InvokeHandler hashing
Rocket factory / side towers interior and staircases
Adding time manager and a system that manages jobs scheduled for a certain time.
added paul harts new tree bark texture to trees and unwrapped tree trunks to fit it
More changes to make hunt desires work.
AI for hunting in area WIP.
Facepunch.System project automatically includes all its cs files (like the other plugins)
Finds and invokes actions that should've happed between times.
Moved InvokeHandler to plugins
Made InvokeHandler methods part of FacepunchBehaviour rather than extension methods
ListComponent now uses a ListHashSet instead of a List (better remove performance)
ListHashSet implements IEnumerable and has index getter / setter
ListDictionary implements IEnumerable
Removed this. from all invokes as they're no longer extension methods
JunkPile timeout check uses Unity's invoke because of its long repeat time and since it doesn't use CancelInvoke
FOR FUCK SAKE more shader tweak
!A implementing Diogo's ghost shader stuff
FOR FUCK SAKE unit prefab for ghost stuff / unitview scrip to assign team
Events now get fired properly. Now have different event scheduling options.
Rocket factory building / interior texture progress
People now go to a desired hunting area (but don't do anything yet)
junkpiles block AI movement
junkpiles actually sink all the way into the ground before disappearing
Added in game, updated TOD