202,268 Commits over 4,171 Days - 2.02cph!
healer unit data files, rebuilt unit database
healer unit definition now points to correct attack definition
FOR FUCK SAKE cleanup removing tile prefab from scene
Fixed allocation in eyes.FrameUpdate
Fixed allocation in Network.Client.Cycle
Fixed HUD not showing in editor
Fixed allocation in SendClientTick
Fixed allocation in BuildInputState
Fixed allocation leak in Proto.CopyTo
Baseline (backup checkin)
Subtracting changeset
18195
FOR FUCK SAKE hilight Tiles
Fixed water being so ghastly.
Apex work. Changed vehicle namespace name
Shuffling things around to better match the original folder organisation
FOR FUCK SAKE adjust camera tonemaping
FOR FUCK SAKE adjust unit vertical position
decaying corpse flies no longer visible at night
increased view distance of hat/riot helmet/pumpkin
removed cloth cost from wood armor
plants grow faster in sunlight, even faster under ceiling lights
Shuffling things around again
Removed collider and rigidbody from the player_preview prefab
Removed rigidbodies from the player_collision and player_model prefabs (perf test)
Don't add the skinned mesh colliders to the local player
Crossbow lod optimisation
Prefab fixes
folder cleanup
Can remove multiple trucks
Remove AI after mission
cherrypicking truck variants
Truck wreck models/LODs/COL/Prefab
TargetFriendlyUnit flag added to attacks, healer works, combat text colour based on dmg or heal, health gets capepd at max health
magic fx pack, textmesh pro, ui stuff
Truck variants LODs/COL/Prefabs
Added a new junkpile containing the wrecked truck
Manifest
wip attack side calculation
units now have block values for front, sides and back. Attacks use these values. Increased bouncer attack range