255,783 Commits over 3,990 Days - 2.67cph!
Fixed EntityId implicit conversion NRE
spears do less throw damage
spears do more melee damage
easier to hit people with spears
slightly longer spear range
slightly cheaper bone knife
Culling volume inspector also checks parent objects when adding connections
Removed animators from some static dungeon meshes
Added culling volume to large caves
Moved action chain pooling to the AI manager, to ensure we alloc on init
Added EntityId type with implicit conversions to IEntity via EntityManager.GetById (for persistence)
Added DataAsset.Id, replaced GetInstanceID usages
Workshop voting on main menu
Workshop support multiple materials
AK47 in workshop
Behaviours are aware of the plan they were created from, some other small refactors
When loading Interaction Positions, Occupier and ReservedFor might not hold valid Unit Id, so account for that.
SmartObject now holds GetInteractionPlanById
Automated Linux DS Build #500
Automated Windows Build #500
Automated Linux DS Build #499
Some in-progress work. Things a bit broken. Changing player health to allow for some direct server-side damage.
Automated Windows Build #499
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Automated Linux DS Build #498
Automated Windows Build #498
Automated Linux Build #498
render.PopFilterMag/render.PopFilterMag now properly disable their overrides straight away
m92 pistol viewmodel / worldmodel / sounds
Disabled decals on wreckage
Merging from trunk. Unity 5.5 update.
FOR FUCK SAKE ocean shader
Automated Linux DS Build #497
Automated Windows Build #497
Automated Linux Build #497