256,248 Commits over 4,018 Days - 2.66cph!
Fixed some weapons culling too early when thrown
Ported validator from other proj
DataAssetEditorUtility menu item validation + rename
Ported id validation on save from Before
Validate unique asset ids on save
Harbor_1 overgrowth dressing backup
Fixed NREs
Updated Manifest
Phrases
added hex blocks to unity scene, saved over unity city 2 with 1
Shot visuals from NPC weapons fired on the server now show up on client
AI weapon shots do actual damage
Switched Race to 8 players
Removed debug AI
Fixed single player -> workshop
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Add a touch more reverb tail and high end on distant gunshots
Added occluders to relevant building core prefabs
fixed water barrel particle effects
Fixed a bunch of culling bugs for both player and npc + small optimizations
Added frequency controlled culling bounds refresh
Added playercull style minimum cull distance, sleeper dist, etc
Now disabling child animators as well
plants properly restore their age on load
plant hydration-color reworked
fixed stacking bug with harvesting
Added editor.select command
Renamed entity.create to entity.spawn
Entity.spawn can take partial name, will complain if partial could be more than one entity
Entity.spawn spawns where player is looking, rather than inside player's face
Ai.WantsToAttack returns 0-1 to allow better weighting
some more work - airfield
Building events cleanup, comments
Airfield overgrowth dressing end
Runway models remeshed for vertex painting - painted and exported runway to .assets
Building upgrade events cleanup, removing old flags enum
Ai considers water depth when idle wandering
more visual combat system wip
added a visual combat system test scene
started visual combat event system
Fixed some steam issues. Fully fucked off steamworks.net off now.
Real temporary skin fix this time
Airfield overgrowth dressing backup