202,011 Commits over 4,171 Days - 2.02cph!
Automated Windows Build #501
Automated Linux DS Build #501
Started changing from int to new ID types
UnitComponents now using correct ID types
Player health updated and working. Explosion damage working. Player health bars now work correctly (for the first time ever?).
Fixed + tested texture readback argb ordering on all platforms
Cleaned up buffer readback code
Updated my copy batch file
Added non-blocking texture/compute-buffer readback functionality + test scene
Enabled full optimizations on Renderer module
Optimized d3d11 and glcore readback data copy
Disabled compute buffer readback test on unsupported platforms
Updated native binaries with renderer dll set to full optimizations
Optimized native readback copy/swizzle to virtually no footprint in d3d11 and glcore
Updated binaries and managed native interop to latest
Updated scene + test
Added vehicle collision damage (to the vehicle)
Merging Unity 5.5 fixes from trunk.
Disabled splat transfer on caves (faster loading times)
Removed debug digits from caves (use monuments console command instead)
Forklift textures/models/LODs/Prefab
Harbor_1 backup
increased size of survey charge world model & when deployed
Fixed RakNet not loading in editor (OSX)
Changing MTu from 1492 to 1430 (compatibility)
Updated Native Libraries ( reduced MTU size (players stuck on retrieving data) )
Door hinged wood and door.double.hinged wood LOD1 use the same material as LOD0
More work on SO persistence. Applied ParametersId and AssetId where appropriate + misc other persistence related things and thongs.
angry sounds added to new anim
Comment header style because fuck it