200,695 Commits over 4,171 Days - 2.00cph!
Hopefully fixed a bunch of seasonal transition issues
macOS: Game uses OSX 10.7 SDK - mouse cursor not implemented
Biter health 6->10, attack 6->3
Added UnitCategory to UnitDefinitionSO, categorised units.
Added TerrainMap.ForEachParallel (parallel software rasterizer)
Enabled mountain splat transfer
Optimized monument and mountain terrain data transfers
Parallelized monument and mountain terrain data transfers
Cherry picking
21682 (Parallel.Call) to avoid future merge conflicts in Facepunch.UnityEngine
Integrated closer with navmesh surface and navmesh link for better debugging.
Fixed FoliageDisplacementManager calling Camera.Render
Fixed incorrect display of hours since death of a player controlled unit
Manual copy+paste of main/music-v2 changes because plastic is fooked and won't merge the branch
Lowered q=0 textures to quarter res and q=1 to half res
merge from main/music-v2-merge
fixed bradley falling through the world when flipping over
bradley diverts traction to wheels that are touching rather than a uniform motor torque for all (climb obstacles easier)
Hopefully fixed bad navigation state causing units to end navigation actions too early
Ignore self as target when filtering by navigation validity in UnitDecisionMaker+Filtering
Forgot to check in collection asset changes
Create Party is now invoked by clicking on another unit, automatically making a two unit party
Scene stuff
Batched more assets for performance
Positioned punch damage sphere
Added a small yellow indicator on top of party members
Jump on top of someone's car, crouch down, and punch it until it explodes
Fixed ClosestPoint warning
Units can now leave parties independently - checks for a few different Flags and StatMeasurements
Added the inverse of this check to invite to party actions so units can't be invited to parties that they'll want to leave immediately