256,122 Commits over 3,990 Days - 2.67cph!
Playing a recent replay owned by the local player will now attempt to use a diagnostic version of the replay
Optimization pass - Reducing shader complexity and texture memory consumption on many environment assets LODs
Local dynamic navmesh now respect player distance when setting next update interval. If too far away the navmesh isn't updated at all.
Fixed back button issue on pause menu
changed some rand.fixed to rand.dynamic
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Temp fix for crosshair breaking after a stage restart
Fixed Delete button in Load Game screen displaying "Save" as it's text instead of "Delete"
Fixed unit portrait animators being incorrectly aligned when first opening the unit detail view
fixed building placement physics checkbox not respecting building rotation
Let's encapsulate with UNITY_EDITOR more correctly.
LocalDynamicNavMesh should be server only.
Merged branch to main (Humanoid Npc Planner). Scientist npc wip, cover system, local dynamic navmesh, htn planner wip.
Set up Think AI to reflect that on main.
Let's not forget to commit the deletes...
Removed strips planner.
Removed StagPoint HTN system.
General branch cleanup.
AI put to full dynamic navmesh mode.
more building placement work - buildings now rotate on a plane oriented to the surface normal rather than looking at a physics point
also fixed being able to place at invalid rotations (again)
added a check to GridScoreAtLocation to catch for NaN score results from a grid (need to look into why threat grid is returning a NaN)
Moved welfare payment messages from InfoMessage to Notification. +material change
Added an editor preference that exits Play mode in the editor when a compile is detected
Instancing for DrugZone platforms.
Added an alert popup for the UI. Can pass in multiple options with blocks and display a message.
Need to add support to show view controllers modally now.
Fixed (sort of) "Dimensions of color surface does not match dimensions of depth surface" errors on screen size change.
erode random chunk pixel if needed
improved chunk rotation physics
Load balanced the Local Dynamic NavMesh baker, that we can better guide what ms budget they're allowed to spend each frame.
Enable/Disable Dynamic NavMesh on bundled/world/ai.prefab now controls whether Local Dynamic NavMesh is used (only if full Dynamic NavMesh is disabled).
Optimize gamesession lookup
Disabled Dynamic Navmesh in world/ai.prefab.
Bootstrap tests whether DynamicNavMesh.Instance.enabled
Added a local version of the dynamic navmesh, where each npc update a local navmesh around them as they move around (experiment).
Selling drugs as a gang member adds to the profits of the gang.
TTT: check class in traitorbutton use cmd
Besides C4 and Radios this is the only other ent using an index in a
concommand.
Scm Aggregation
Merge branch 'master' of Facepunch.Api.Jobs
Cleanup
TTT: fix some mute/voice command validation
Operator precedence whoopsies.
TTT: Fixed 2 more exploits