194,092 Commits over 4,079 Days - 1.98cph!
cliff_01, cliff_01b models/prefabs
Reworked the way Squad saving is handled. Removed the Save button, squads are now auto saved when changing maps or exiting. Invalid/incomplete squads trigger a warning display and block exit
Enabled grass shadow casting by default (gfx menu toggle soon)
Added custom shadow path to foliage shader
Added foliage shader ability to override shadow bias, shadow intensity and shadow alpha LOD bias
Tweaked overgrowth material
Removed mesh collider from tile highlights
Fixed crash issues with vehicle radars
Only highlight friendly unit tile selection highlighters
SquadDatabase now deletes any previous version, player-made squads at startup
Made new squads using the new units for next playtest
SquadVersion++
removed the mouse input option
squad editor unit list now defaults to the grid view again, now we have more units.
disabled the map type / unit type category selections
Smelting has a success chance.
Smelting stats for the different ores.
Coal fueled blast furnace for higher end smelting (hotter temperature)
Fuel fixes.
hippo + human looking around anims
Disabled transform renaming on contextual hint - should fix the hint prefab always being marked as changed
More item placement stuff, reverted to command generation method that I accidentally broke earlier
Some more trap logic
Added an IsPlaced field to Item so we can tell if an item is placed (not carried, but also not dropped)
Added IsAlly. Technically this one could be CharacterServer only, but it doesn't need to be (the data is available on all).
Working on character refactor idea
More item placement stuff (chalk material, colour changes, better cancel placement)
Too many classes. Trying something else.
Working on a glorious (or equally likely terrible) new character refactor that will unify the network types and bring balance to the force.
Basic first pass on better item placement logic
can look around on mountable with clamped angles
Ice lake LOD/COL/prefabs
Scene fixes
Cherry pick from
22121 (Blank hair prefabs)
EAC launcher fixes (needs x86 lib)
Improved adaptive shadow bias to scale according to texel-to-world ratio instead of distance
Touched all relevant shaders
Fixed flashlight attachment showing gun shadow all over the place
tweaked walk/jog animations
added 3rd person waterbucket animations
added 3rd person camera animation
updated weapon override controllers
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updated bolt deploy anim export
Switched EAC launcher to the new minimal official one (easier to debug for them, less fucking around for us)
replacing slasher , adding model/mat/texture
Fixed line finding tile bug
Fixed charger issue
Fixed range finding issue
Added height limit
Fixed mission list update on join mission
Updated menu
sebov merge this if you want to setup isLookingAround bool in your walking around
Added Charger prefab, generated portraits
created Charger unit definition files (uses Grabber model prefab for now)
Merge from main / Cherry pick from
22778 (Player model merge)