193,326 Commits over 4,079 Days - 1.97cph!
set jenkins Unity version to 2017.1.0f3
updated project settings .Net subset to fix 2017 errors
More corpse stuff
Remaining meat count should be accurate on load
Mesh+bone+materials should now be correct
More corpse save/load stuff, still has issues
finally got the unit portrait render properly working with Idle anim for both team
updated unit gloss map and portrait
Working on selling to shops
Fixed some combat component load issues
Fixed component enabled state not being stored correctly (weird protobuf issue)
Fixed ComponentsWhenDead on unit initialization not respecting whether the unit is actually dead during initialization
Merge into main for item code refactor. See the big changelist on changeset #3261.
More fixes. Everything tested and seemingly OK now.
Fixed NRE in packing processor
Fixed packed shader default values
bradley now uses a* pathfinding to navigate roads
launch site road network path
simple bradley sounds
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Fixed keyword assignments for hq normal special case
High quality normals only when std-pm1 is 32bit
Analysis tool skipping non supported shaders for now
packed atlas_twig and metal armored set materials
removed Inspectable component
Roof, overhang, ceiling, floor, almost working correctly
Added a few more mip levels to terrain atlas textures to mitigate alias/shimmer under trilinear
Fixed snow normal assignment on terrain atlas set
Fixed bad activity strings for unlocks.
Fixed things being unlocked twice.
Added inspection of hide to learn to make hats and beds.
Fixed unlocks throwing an exception on save
Fixed clothing attempting to change colour before being equipped,was throwing an exception
Repacked building atlas material for high quality normals
Added packed shader support for high quality normal packing
Changed packed shader keyword layout to reduce permutations
Testing and fixing bugs in item stuff. Moved multi-item stack creation method from ItemEx to the main ItemManager.
Wearable colors persisted, synced on portrait clones
Added high quality normal mode to material packing processor
Updated analysis tool
Added a callback for steamworks.RequestPlayerInfo that is fired when the info is received
Merge from Progression Rework
Unlock Activity creation tweaks
More improvements to progression system, looking pretty good now.
Added/tweaked some progression data.
Supermarket / Finished the lowpoly / Added broken glass
Player command refactor, added pooling support and generally cleaned up
Radial menu support for nested commands (WIP)
OSX/GLCore gamma-related darken fix candidate
WIP healer model
cleanup some unit skinning/ rig
adjust metalic map on shooter, burner, slasher
rerender icons
Better spawn handler density enforcement
small backpack fbx/materials/textures/prefab etc
Larger coastal player spawn areas
part one of new CombatAction system for breaking attacks into separate swappable actions.
Broke old actions into seperate actions, Attack.Process now creates a list of CombatActions to be executed