256,235 Commits over 4,018 Days - 2.66cph!
Add a lot of the new UI stuff
Fixed bad name getter in DataAsset
Pre-allocate behaviour pools in AIManager init.
Misc effects cleanup
Effect pooling with FixedArray in Entity.Effects components
Fixed Dispensers not actually dispensing effects
continued Utility cleanup
Removed BuildingSettings.BuildingInteractions and associated wrapper
Cleaned up filters and moved methods to extension classes
Forgot to branch off. Re added steam and shit.
Extended occlusion culling support for articulated models; added player and animal ragdolls
Culling now enabled by default
Removed culling related debug messages
Added LeanTween, wip movement stuff
Added check direction for AI
Revered to old Definition version with override of DataAsset.AssetName property
Cleaned up some stat related utility and extension stuff
Overgrowth dressing scene prep over -
Roads, train tracks, sewer drainwalls and concrete slabs now generated through Scene2Prefab
Driving changes to remove excessive raycasts
Updated prefabs to have collision layer
Camera changes to allow multiple views
updated truck 3 paintable
added a LOS check flag to attack range. Gunker uses LOS
FOR FUCK SAKE fix scene UI
Different pattern for deserialize before init
Fixed vehicles not showing damage on new client connecting. Related to issue #62
Merging latest from trunk
some more prep work (overgrowth dressing scene)
tile hover events are only sent to the server during a player's turn, so you can't annoy the other player during their turn :) (and to halve bandwidth)
basic tile hover glow working and networked
some TileView setup on Tile prefab, removed some debug spam
moved some OnTileHover stuff to BoardView
More summaries and cleanup...
Utility code cleanup + summaries.
Added some punctuation to existing summaries.