243,337 Commits over 3,898 Days - 2.60cph!
airfield underground sewer and bunker network WIP
PlayerController cleanup, role defs save
added an initial more precise raycast to unit selection / mouseover
PlayerController interactables use List because FixedArray is uesless in this context
Automated Windows Build #626
Automated Linux DS Build #626
Automated Linux Build #626
Fixed floating addons not being mounted on dedicated servers
Updated camera
Added post controller
wip voxel raytracing for los
Asserts to diagnose https://sentry.io/share/issue/35313037392e323033323833313038/
Fixed Demo NRE
Fixed grass not showing up in demos
camlerp works
Added camspeed
Errors fixed. Added NPC protobuf
Merging in the latest including new protobuf system. Broken currently.
Removed old unused folder
improved bullet impact fx for various surfaces
Pathfinding commented so all tiles cost 1 to playtest it. If something's broken it's probably this commit.
Ranged units can now shoot across holes properly
FOR FUCK SAKE shader, optimised damaged tiling and metallic mask stuff
Added stripey warning tile effect to danger-zone tiles
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