193,288 Commits over 4,079 Days - 1.97cph!
mission panels now display correct info/progress
mission panel basic layout, script hookups, basic code setup.
cargo ship scene prep & dressing backup
Adding a note for a TODO bug
Remove the need for the game mode to reference the NetworkUser when the client asks for character selection. Fixes a circular dependency issue that was throwing errors
Make sure ECS ticks run according to the set tick rate, slowing down the game if required
Material property block usage cleanup
added multikill mission processor, mission defs.
added healing done mission processor, mission defs
Prefab pool warmup baseline
cargo ship scene prep & dressing backup
[D11] Attempt #2 - fixes for shaders warnings on ps4. And pending merge links (again)
Merge in the latest from Main
Added workaround for QualitySettings.masterTextureLimit not working properly with arrays
Fixed terrain texture resolution not reacting to changes in graphics quality level
Random checkpoint gen edit
pumpkins and corn and now stackable and no longer have condition
skin approval files
Probably fixed buildings and stockpiles looking incorrect
Red pipe variant
Cargo ship prop placement progress
Added kills mission processor.
Added kills mission defs.
UnitCombatData now only tracks damage and healing done based on attacking and target teams
MissionProcessors now receives player id.
Implemented Damage Done mission processor.
Added Damage Done mission defs.
Cargo ship scene progress
Cargo ship hull coliders
Ladder triggers
implemeneted matches won mission processor
Added mission defs for matches won
Mission completion now rewards the currency value taken from the mission def not a test value.
Competed missions are now removed from the missions list of PlayerRecord
implemented MPMatchesPlayed
MissionProcessors
MissionProcessor base
Missions are now checked at the end of matches by MissionProcessors (need to implement the processors now)
Fixed error on effect onfire.prefab
Added prefab pool state export to csv file (export_prefabs)
Added impostor shadows for all LOD levels in pine, oak, birch, sapling, shruberybush, fern
Reduced/adjusted shadow bias on all impostor shadows
Disabled motion vectors on impostors
Circular dependency detection
Make sure StringBuffer grows to at least the required length