256,094 Commits over 3,990 Days - 2.67cph!
wip formation verification
Wires have 50x less verts
Splitting texture asset bundles (we might be hitting the 2gb bundle limit)
Couple of missing colliders fixes
Baked vertex stream data to asset files on Harbor_1,2,Powerplant
added latest ASE, character shader, other fuckery
Fixed bad instance property indices causing rocks to change color (won't trigger recompile yet)
gear stuff, UI tweaks, minimap fix
fixed unit mouse hover event
Fixed ParticleSystemContainer leading to issues on inactive game objects (state uninitialized, trying to call invoke)
Don't create gibs over 500m away
equipment can replace corresponding slot's body mesh material, rather than the whole model
Portacabin cull
Fixed NRE in DeferredMeshDecal, when selecting prefab in project
RendererLOD - complain if target renderers aren't part of the same prefab/heirachy - and try to fix
Scene2Prefab
FOR FUCK SAKE shaderforge 1.32
FOR FUCK SAKE tweak material and lighting
players start naked because yeah
ParticleSystemCull / ParticleSystemLOD fixes
Added "YOUR TURN" text that's visible during... your turn
Changed how NaN damage is ignored (in case early returning leads to issues in Hurt() method overrides)
made animals rotate on one axis to match terrain normal better
▍██▆▍ ▅▅▄▋▌, ▅▍▍▆ ▇▇▄▆ ▋▆▍█▆ ▆▆▋█▄
Deferred mesh decal optimizations; down to nearly zero overhead
more lenient water exit jumping
Added new LOD for shipping containers
Adjusted a jumping puzzle barge to cooperate with water