200,680 Commits over 4,171 Days - 2.00cph!
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Units no longer play selected sound when sleeping
Units no longer selectable when dead
Tribe now has access to all buildings by default
BuildInformation generator
Don't add road and river mesh filters and renderers on the server
Enitty save pooling tweaks
Fixed comfort/radiation/heat triggers not working
Road updates. Getting ready to base them into the terrain.
Fixed doors not shutting clientside, on the first USE
Server Corpse Profiling
- Can now cycle through shop items with left-stick left/right
FOR FUCK SAKE prefab room, readding some more room in the generator
Merged Diogo's awesome water in
Tool cupboard model, textures, lods and gibs
All projection distance on decals changed to .1
Added Metalore and stone decals.
Load ambient sounds in background (fixes 20ms+ spikes)
Throw error in CreateModulator if array out of bounds
OnHolster/OnDeploy should only be called for local players
All prefabs start disabled
AISenseRedirect is redudant (we use .ToBaseEntity) (server perf and gc)
Updating city island meshes in a shit work to test it.
Added MeshColliderBatch tag
Less GC + cpu by skipping GetComponent<MeshColliderBatch> if MeshColliderBatch tag isn't set on gameobject
- Shop UI for upgrade levels
- Upgrade levels can be purchased (not linked to stats etc yet)
Sentry detailed greybox models
PlayerController uses UnityEvents
RadialMenuWidget listens for PlayerController events
- Shop UI player cash value is now hooked up to PlayerData
PlayerPrefab tweaks
Made PlayerController UnitEvents serializable
Removed BaseEntity.Is<T> (server ai gc)
Removed EntityComponent.Awake since it's redundant
- Shop upgrades now actually cost the player the cash values
- Pressing Y in the shop when UNITY_EDITOR awards 5000 cash to player for testing
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water extinguishes fireballs
finished texturing up cogs, working on court texture
client compile fix (sorry!)