201,590 Commits over 4,171 Days - 2.01cph!
LOD meshes for the new creatures.
Animation fixes.
Moved all update calls etc. to one place.
Fixed craft order activity displaying the wrong info (requester/crafter were switched around)
Generated enums
Fixed a career mode creation bug which was leading to a bunch of other bugs.
Added editor menu option to delete career save file.
Added blackboard item craft requirements filter, removed condition from TargetFilter.FindRequiredItemForCrafting
Filter editor cleanup
cm se unit list spacing tweak
Added sendnetworkupdate admin console command (useful for testing)
clicking play match with an invalid/incomplete squad for your next career match no longer starts the match and crashes, instead switches to squad editor tab for you to finish your squad.
added help prompt text when trying to start career match with invalid squad
LOD meshes & setup for the rope bridges.
Content bundled dungeon meshes.
Fixed NRE in PlayerModel.DoAimingSounds
missing interaction positions
LODs for more things that didn't have them.
Scene stuff
Added metabolismtick convar (time inbetween metabolism updates)
Eliminated GC from QuickCraft.Rebuild
Ensure players always spawn on beach (Savas island)
Shaved most GC allocs in hair setup and morph cache
Removed InteractionDesire.
Added Agent.NextInteraction.
Improvements to scientist behaviour.
ViewFill now places box nav mesh obstacles for each block of views
Fixed multi clicks required to start fill placement
Fixed some bad rotation logic
Fixed a bug that was as follows:
Server events:
1. ZGameMode client player character created. It has no children yet.
2. Character spawn serialization is queued on NetworkEntityManager (but not sent yet).
3. Character is set as the NetworkSubscriber subscriber.
4. Full snapshot is sent as a result. Character with no children is serialized.
5. Fists selected and assigned as child of character.
6. The queued spawn from #2 is sent. Character has one child (fists).
Client receives the first spawn with no children, and ignores the second one because the entity already exists.
Fix: Clear the spawn and update queues when sending a snapshot. Everything's getting sent anyway.
Reduced lodcomp OnVisibilityChanged overhead
Top hiz downscale (testing)