202,113 Commits over 4,171 Days - 2.02cph!
Maked buildings by nav modifiers as being buildings. NPCs won't get random paths that end inside buildings anymore. Removed orphaned meta files.
Kill feed now uses correctly team-coloured unit portraits
Tweaked vehicle physics to better suit the server delay (hopefully)
Better solution for building walkable zones
New nav system for my test map
Wider nav obstacles to stop NPCs clipping through
Vehicle spawns on Testmap_Smaller
Improved AI door handling.
Fixed falling through road
Merging in AI work + vehicle tweaks + fall-through-ground bugfix.
FOR FUCK SAKEI wip icon stuff
icon renderer maybe now supports setting the idle state?!
Updated Unity to b11
Removed Social menu (temp)
Purchase screen fix
Giz a grand works again
Config copies on build
Skin apply coroutine takes optional callback method to call when done
Delayed entity skin changes trigger batching refresh when done
FOR FUCK SAKE icons
FOR FUCK SAKE change anisotropic setting on floor texture
fixed up hex blocks 19, 20, 23
▌▋▌▋▉▋▉▋ ▌▋ ▍▄▍▍▌ ▊▇ ▌▇▉▄ ▄▇▉▆
Set instanced on a shit load of materials.
FOR FUCK SAKE tile shader. adding warning highligh stripes
Fixed a problem where soundscripts would be precached as sound files causing lag
Automated Linux Build #625
Automated Linux DS Build #625
Added unit portraits to squad editor buttons and unit info cards
Automated Windows Build #625
Added stripey warning tile effect to danger-zone tiles
FOR FUCK SAKE shader, optimised damaged tiling and metallic mask stuff
Ranged units can now shoot across holes properly
Pathfinding commented so all tiles cost 1 to playtest it. If something's broken it's probably this commit.
improved bullet impact fx for various surfaces
Removed old unused folder
Merging in the latest including new protobuf system. Broken currently.
Errors fixed. Added NPC protobuf
Fixed Demo NRE
Fixed grass not showing up in demos
camlerp works
Added camspeed