224,855 Commits over 3,714 Days - 2.52cph!
Some basic logic for party combat, still pretty janky
Scene stuff. Prefab tweaks.
Ground texture scan branch
reputation system baseline, ui bits
bradley normal map fixes
bradley emissive fixes
bradley LOD fixes
idle sounds
engine exhaust
Added UniqueUsers to pageview
Work out unique views per day
Instancing on city assets.
No barnacles on the larger shore rocks.
cleaned up shader some more
made weather wind lerp happen sooner so people can see the nice wind shader quicker
made big tree kinda work with new system
Updated merge with how we do things on branch.
Removed Safeguard (we'll deal with this in the spawn handler instead).
ore nodes new files & prefabs
Added replay events to analytic data
Nicer web analytics
Cleaner
Analytics drill down
Just add users up for now, fuck it
improvements to weapon sticking.
added headshot procs
set windzone main to 0 as seems to not get init on startup
Started reworking mission panels in game, added distance
AI now prefers to hit multiple units or kills, not so keen on injuring or killing it's own dudes
Startup replay now downloads comments
Changed steam protocol link for watching replays
Cleaned up for out of game feedback
Fixed possible cause of build failure
Added sharing URL buttons to recent runs, can now launch the game into a replay
Merge branch 'master' of SpaceUsurperUnity
Updated ASE to 1.1.0 dev 004 + time fix
AI best dmg scoring stuff (wip)
Fixed first run being fucked
Feedback latest
Redirect back the right Url when logging in etc
Don't try to post feedback if we can't
Navmesh agent safeguard should be a server component. Re-enable Kill command.