255,343 Commits over 3,990 Days - 2.67cph!
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material tweaks/blend mask armored metal
Only do OnGUI's if UNITY_EDITOR
Pooling, GC, Profiling
Setting up new city editor.
Adjusted hatch height on stonegate model
Fixed stability neighbour refreshes
Added StatCollections tab to BeforeEditor
Added PersonalitySettings DataAsset
Removed StatModifiers from StatCollectionSettings
Commented out shitty StatCollectionSettingsEditor code
Unignored an icon for editor
Moved some scripts
Added Scion PP back to the project (not on camera prefab yet)
Updated Awesomium to 1.7.5.1
Replaced the poolallocator script because I didn't realise it existed, I'm a dick, sorry andre
Added client "sv" console command, runs command on server
Fucked off old city stuff ready to get in new stuff.
Don't try to pool objects when quitting
Don't try to pool objects that have alrady been destroyed by someone else
Group effects without parent in the editor
Pool prefab instantiates of effects, decals and dynamic decor
FOR FUCK SAKE wall culling camera effect
!A factory gate model/texture
!A pipe asset
!u shader adding ambient light contibution
FOR FUCK SAKE shaderforge
removing previous models before re-factoring
FOR FUCK SAKE setup camera to 45 degres angle
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Unit+Flags partial
Renamed Unit+Sound to Unit+Emotes
Added EmoteSettings
AudioManager/states/source types tinkering
* Fixed TF2 .nav files crashing the game on load
* Fixed GetSaveTable() not properly handling some entities
* Made the "DirectX Out of Date" message open the Support webpage
More pooling + slow warnings
Clientside ItemCommand mixups
ObjectList, a garbage free params[]
RPC calls use ObjectList
ObjectList, a garbage free params[]
RPC calls use ObjectList
More warnings and pooling