199,294 Commits over 4,140 Days - 2.01cph!
Merging from trunk. Unity 5.5 update.
Disabled decals on wreckage
m92 pistol viewmodel / worldmodel / sounds
render.PopFilterMag/render.PopFilterMag now properly disable their overrides straight away
Automated Linux Build #498
Automated Windows Build #498
Automated Linux DS Build #498
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Automated Windows Build #499
Some in-progress work. Things a bit broken. Changing player health to allow for some direct server-side damage.
Automated Linux DS Build #499
Automated Windows Build #500
Automated Linux DS Build #500
SmartObject now holds GetInteractionPlanById
When loading Interaction Positions, Occupier and ReservedFor might not hold valid Unit Id, so account for that.
Behaviours are aware of the plan they were created from, some other small refactors
Workshop support multiple materials
AK47 in workshop
Workshop voting on main menu
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
Added culling volume to large caves
Removed animators from some static dungeon meshes
Culling volume inspector also checks parent objects when adding connections
spears do less throw damage
spears do more melee damage
easier to hit people with spears
slightly longer spear range
slightly cheaper bone knife
Fixed EntityId implicit conversion NRE
vm satchel charge
vm survey charge
vm c4
worldmodels & holdtypes
thrownweapon.cs update
Removed some stop coroutine calls
Types to files (EntityId, PersistedEntityData)
Added tooltips for rally + home buttons
Ensure player is initialized when loading a session from the menu (doh)
Added RoleDefinition noun and verb fields
Tribe tracker UI shows current/active role text when applicable
Fixed DataAsset ids fields not being marked serializable
Caves and tunnels check for underground collisions with other caves and tunnels when placing