200,195 Commits over 4,140 Days - 2.01cph!
█▍▇▌▌ ▄▄▋▍▊▄ ▍▌ ▆▉▊ ▄█▋▍▄ ▋▅▆▍█▌
Treasure chests.
Scene tweak.
Allow receiving mission items into any container
fix temple B glow texture
fix opponent glow scale
World loot prelim prep.
Cleanup.
Don't care about null NavTargetEntities so much
Testing and fixing issues with the new mission structure
Stop medikits complaining
Fixed intro cinematic leaving cinematic camera enabled
Fixed effect added/removed activity definitions with old keywords
wall.frame.netting double sided for better lighting
X offset to center the net into the frame
menu player profile division icon is now set on league updates
can now assign explosion decals per unit explosion definition.
any existing tile scorch decals are now replaced by the ones from the most recent explosion.
set defaults.
Let ReceiveSpecificItemTaskInstance look for the specific item entering gang inventory, since unlike ReceiveItemTaskInstance, the item can't be stacked or modified in any way so it should be safe
increased MM_ChatNotification_ServerPopulationMax from 10 to 50
Optimized bloom again w/ reduced cpu overhead + slight gpu (lowp) + cleaned
Fix mission task highlight ordering issue + make transfer targets global if they're containers
squad editor UI fixes for hitting escape then going back in
New mission structure. Merging in.
added inactive customisation editor state, switch to it on enter/exit editor.
▉▅▇▇ ▌▄▅▊ ▄▍ ▉▋▇█▉▊▆▊▋█ ▋▍█▆▄ ▋ ▉▊▊ ▆▆▍▉▄▊▍▋▇▆ ▉▅▊▅ ▉▆▄ ▍▆▍▇▉▇▊▊▅▊ ▋▄▆▅ ▉█▍ ▋▋▊▅▆▌
Gang missions now only start if there are players connected in at least two gangs
remove explosion debris when exiting CE.
NRE checked some board ripple effect stuff.
fixed some bugs when spamming escape.
Removed ladder leading to LS roof and replaced it with a makeshift walkway
Network groups now use ListHashSet instead of HashSet (allows for faster iteration)
Optimized SendSnapshots and FindInGroup by iterating directly over the networkable buffer
unit explosion sound now plays anywhere the explosion is triggered (CE preview etc)
Eliminated a bunch of server logging overhead that could cause frame rate drops
Added image effect control over skipping to save redundant blits
Added profiler guards to all image effects in use