243,203 Commits over 3,898 Days - 2.60cph!
Automated Windows Build #625
Added unit portraits to squad editor buttons and unit info cards
Automated Linux DS Build #625
Automated Linux Build #625
Fixed a problem where soundscripts would be precached as sound files causing lag
FOR FUCK SAKE tile shader. adding warning highligh stripes
Set instanced on a shit load of materials.
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fixed up hex blocks 19, 20, 23
FOR FUCK SAKE icons
FOR FUCK SAKE change anisotropic setting on floor texture
Skin apply coroutine takes optional callback method to call when done
Delayed entity skin changes trigger batching refresh when done
Updated Unity to b11
Removed Social menu (temp)
Purchase screen fix
Giz a grand works again
Config copies on build
icon renderer maybe now supports setting the idle state?!
FOR FUCK SAKEI wip icon stuff
Merging in AI work + vehicle tweaks + fall-through-ground bugfix.
Fixed falling through road
Improved AI door handling.
Vehicle spawns on Testmap_Smaller
Wider nav obstacles to stop NPCs clipping through
New nav system for my test map
Better solution for building walkable zones
Tweaked vehicle physics to better suit the server delay (hopefully)
Kill feed now uses correctly team-coloured unit portraits
Maked buildings by nav modifiers as being buildings. NPCs won't get random paths that end inside buildings anymore. Removed orphaned meta files.
FOR FUCK SAKE unit icon stuff
fixed rug not being destroyable
re-scaling dirt hexes and making sure they match up
Ensured bushes despawn beyond network distance
Added a medium bush to the extra LOD ones
heli always strafes with napalm regardless of TC coverage
napalm only damages players (not buildings or deployables)
lowered cost of autoturrets
autoturret parts can be found in purple boxes and slightly more common in radtowns
Dense bushes have an extra LOD