255,801 Commits over 3,990 Days - 2.67cph!
increased size of survey charge world model & when deployed
Forklift textures/models/LODs/Prefab
Harbor_1 backup
Disabled splat transfer on caves (faster loading times)
Removed debug digits from caves (use monuments console command instead)
Merging Unity 5.5 fixes from trunk.
Added vehicle collision damage (to the vehicle)
Updated binaries and managed native interop to latest
Updated scene + test
Disabled compute buffer readback test on unsupported platforms
Updated native binaries with renderer dll set to full optimizations
Optimized native readback copy/swizzle to virtually no footprint in d3d11 and glcore
Enabled full optimizations on Renderer module
Optimized d3d11 and glcore readback data copy
Added non-blocking texture/compute-buffer readback functionality + test scene
Updated my copy batch file
Fixed + tested texture readback argb ordering on all platforms
Cleaned up buffer readback code
Player health updated and working. Explosion damage working. Player health bars now work correctly (for the first time ever?).
UnitComponents now using correct ID types
Started changing from int to new ID types
Automated Linux DS Build #501
Automated Windows Build #501
Updating stuff that changed in Unity 5.5. Fixing warnings outside of the building system. Updated global custom defines file to work with the new compiler.
Dispenser persistence (untested)
Added BaseId, derived EntityId, AssetId, ParametersId, BaseIdEx for retrieval
Building upgrades data schema WIP
Adjusted building blocked volume around water treatment plant
Added terrain checks to caves (to make sure they're always under the terrain)
Added editor terrain check generator script that adds checks for environment volumes
FOR FUCK SAKE ocean shader
!A camera /shader/ script for shore attenuation mask
Added Entity.Create, called when entities are created and saved for the first time, usage example in Unit.Traits
InteractionPositionSet/Data need to inherit from DataParameters, that we get a Guid we can use to recognize the right instance when we load from persisted data.
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added code to play the 3rd person throw animation for the c4 / satchel charge
setup the IK positions for the satchel and c4 worldmodel
InteractionPositionGroup shouldn't need its InteractionSettings persisted, so let's not do that!
Now using EntityId + more work on persisting smart objects and their minions!