193,440 Commits over 4,079 Days - 1.98cph!
Tweaks for wind intensity on foliage (tall grass clusters, bushes)
Allow AI to path interior doors
added wip new trimmed truck, added wip window reflect shader and material, updated to newest unity
CLuaClass::Get only calls lua_type once
Allow open/close of interior doors, even if you don't own the building. Only outer doors are unusable (when closed) now.
New door nav system taking advantace of NavMeshLinks to replace non-carving obstacles that were there before. Major performance improvement. Also fixed a bug with door interaction text when two players were interacting with the door at once.
Smarter dynamic music clip loading/unloading (only load needed sections instead of whole songs at a time)
Sync improvements
Bugfixes
Minor optimization & cleanup
Trying nav changes to improve door nav performance on servers. Doors using NavMeshLinks. Unfortunately NPCs can occasionally teleport through when they shouldn't.
Portacabin walkway LODs/COL/Prefabs
Pavement merge and vertex paint
Door rotation fixes
Fixed colision material on ground
Fixed vertex paint on ground LODs
Created placeholder loot placement
Don't need connection check on door interaction. Fixes NPCs not being able to interact with doors anymore.
Clear squad button works again
CommandBlock now gets cleared after it is sent (fixes my warning log, but nothing was broken)
Added TOD_ColorGrading thing to lerp some values between day and night
TOD profile, post tweaks
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We don't even need CryptoPP
Removed random 0.33 sky reflection multiplier (set on sky dome instead)
Copying changes from hapis5
Refactored Unit.Navigation so that units can only move when in appropriate animation state
Office interiors, occluders removed on glass panels segments
Loot spawns
Made rocket factory exterior render further
Re-committing Damian's changes
re-committing cave changes
unit info panel now shows armour values instead of block %
Attack unit UI bar now iuncludes damage reduction calc for hit dmg and dmg range