199,211 Commits over 4,140 Days - 2.00cph!
fixed a missing constructor
Avoid creating new SmartSubscriptions in TrySubscribe, use FixedArray GetEnd pattern properly
Behaviour moved to BaseBehaviour, now abstract, inherits from PooledObject for generic pooling support
Lots of profiler hooks, and pooling changes
don't cancel action continuously while holding right click
Proj cleanup, assets, scene seperation, level script
Loggin level back to info
Movement and input tweaks
moba style hotkey bindings
a bunch of backend entity/class stuff
player spawns model from data/prefab, not embedded, now only a single player prefab
Client ready, prefab fixes
prefabs have navmesh modifers on them
projectile mount in player, player model instantiated in Start
FOR FUCK SAKE ocean shader, adding WIP foam and stuff
entityclass assignment on server load
* Fixed Entity.GetPoseParameterName crashing the game with invalid values
Automated Linux Build #510
Automated Windows Build #510
Automated Linux DS Build #510
Added "-nogammaramp" command-line parameter (disables the engine's gamma correction and uses Windows', should look in to defaulting this really)
Automated Linux Build #511
Automated Windows Build #511
Automated Linux DS Build #511
Entity creation from data, lots of generics, base types, cleanup, spawners, data moved to assets etc
EntityClasses Get fix/overload
Simplifiying model instatiation, double skills potential fix
fixed bad cooldown overlays in skillbar
fixed unit frames not being removed when the unit is dead
overlay for unavailable skills in the hotbar, disable hotkeys and buttons when checks fail etc
unit frames under everything else
Lootable entities are now on a different layer to avoid accidental looting while trying to kill monsters
Unit frame improvements, added UI manager,dedicated server free camera, spitting base entity into partials etc