193,229 Commits over 4,049 Days - 1.99cph!
EntityViewUtility.MakePrefab ensures that the TEntityView component is enabled
Instantiate ore hotspot flare as effect
Only add ore hotspot flare when close (eliminates update overhead in the distance)
Enabled entity pooling on ore hotspots
Enabled effect pooling on ore hotspot flare
Fixed EntityViewUtility.SetupCollider not parenting box collider to the prefab
World views assigned for all clothing items which have them
Fixed world view prefab creation not nuking src
Generated human male clothing world prefabs
Code generator now takes a .dll as input.
put world items in human fbx
Added workshop canvas / mode
Various PlayerController cleanup, fixed a couple of issues causing duplicated or bogus commands
UnitViewUtility creates _world prefab from clothing objects
KnowledgeOverlayLabel cleanup
Tidying the generation project up a lot
Improved LOD distances in rocket factory interiors.
Fixed map showing when playing demo
Fixed skin errors when playing demo
Reverted AttachmentPointGroup cache array removal, but re-create array on demand in the editor if the size differs from the enum flags length (ew)
Refactored away the AttachmentPointGroup other occupied points array, allows for editing data at runtime
Removed OnStatsRefreshed debug info
Reset game tips on connect
reset achievement hud on server connect
Updated renderer native library (Linux & OSX)
Subtracting my earlier subtraction
Updated native renderer module for windows
Fixed buffer readback alignment issue in d3d11 and glcore
updated export script to work with blender 2.79
Updated some spawn population parameters, increased junkpile spawn attempts
Added SpawnAttemptsInitial and SpawnAttemptsRepeating parameters to spawn populations
Removed another pointless component from the radtown stone ore