198,617 Commits over 4,140 Days - 2.00cph!
Better door fix. Only animated when necessary - moves instantly when new clients connect.
Larger, easier to see holosight reticle (including during day)
Fixed doors not syncing correctly when new clients connected by removing some code.
Larger, easier to see holosight reticle (including during day)
Fixes #68. Purchases (shops, buildings) now functional again.
Fixed medkit not working anymore. Kinda hacky fix: Made it a holdable item with no model so that it can be selected. See also GitHub issue #69
meta file had changed.... and merge
Tribe creation scene uses new navmesh system, rebaked and removed old asset
Removed old navmesh agent toggle hack in UnitManager
pathfinding fix for varying height cost
Enabled instancing on remaining materials
Updated facepunch.steamworks to latest
added comments to animal shader
Fixed NRE in UnitPortraitManager init, restored old config values
Fixed missing shader on w3_lake.mat
building shelter large source
apparently these units have changed again ¯\_(?)_/¯ must not have saved unity when I tried to check these in before
Stone hatchet optimisation
updated before building shader with comments and hooked up transparency from the texture to show on the material
added Attack.Range function to take into account any bonus
Airfield overgrowth dressing backup
Deleted old attack range/area scripts, removed references from unit prefabs
More Units folder summaries and cleanup.
Enabled instancing on decals, structures, props and some prefabs
Salvaged hammer optimisation
blender to fbx export tool
reimported all unit stats
Theoretical "real" fix for skins issue
added hex block 11 and 12
New drivable truck
Started new driving model
open art source editor script
added wood bare to shelter stick ends
water shader properties cleanup, exposed scroll vectors and clamping values, fixed bad colors