256,236 Commits over 4,018 Days - 2.66cph!
Added tile-based LOS testing class
turnbanner stays on longer, state fixes
units can now attack and move in any order in a turn
Fixed handling bug when dynamic occludees are destroyed
fixed holosight reddot alignment
removed can transition to self on harvest anim
DataAsset.AssetName tweaks, editor perf opt
Fixed batch view creation not working
Remade all Resource view prefabs
Added Window/Tools/Replace Objects With Prefab
Fixed missing sphere tank barrels (cc garry I think you have to reimport Content/Props/water_drums/water_drum_a.prefab)
Fixed broken objects / references on HapisIsland (hopefully takes care of our build issues)
Cleaned up and simplified -Entity View prefab creation and processing
Nuked all old resource view prefabs
updating herbs naming conventions
updated bushes with new naming convention
Scene for prefabs management
concrete slabs and sewers overgrowth dressing
Fixed placed entity spawn pos/rot being reset
vegetation models WIP
roads and railroad overgrowth dressing
made behind the windows on truck 3 paintable
Fixed shader compile error in edge detect shader (vulkan)
fixed paintable stuff on beep truck 3
Replaced Facepunch.Tick (appears to be fucked)
added howie's truck to art repository
added howies truck to new paint scene and setting up paintable materials
ignoring and deleteing RainbowFolders, QHJierarchy and SceneMate
python slightly more accurate
python slightly less aim sway
python slightly higher firerate
Drag/drop working again. Removed debug prints.
Update visibility now actually hides parts; keeps shadow under min playercull dist
Optimized update visibility routine, including censorship objs
Fixed weird profiler BeginSample error in editor