202,214 Commits over 4,171 Days - 2.02cph!
water shader properties cleanup, exposed scroll vectors and clamping values, fixed bad colors
added wood bare to shelter stick ends
open art source editor script
New drivable truck
Started new driving model
added hex block 11 and 12
Theoretical "real" fix for skins issue
reimported all unit stats
blender to fbx export tool
Salvaged hammer optimisation
Enabled instancing on decals, structures, props and some prefabs
More Units folder summaries and cleanup.
Deleted old attack range/area scripts, removed references from unit prefabs
Airfield overgrowth dressing backup
added Attack.Range function to take into account any bonus
updated before building shader with comments and hooked up transparency from the texture to show on the material
Stone hatchet optimisation
apparently these units have changed again ¯\_(?)_/¯ must not have saved unity when I tried to check these in before
building shelter large source
Fixed NRE in UnitPortraitManager init, restored old config values
Fixed missing shader on w3_lake.mat
added comments to animal shader
Updated facepunch.steamworks to latest
Enabled instancing on remaining materials
pathfinding fix for varying height cost
Tribe creation scene uses new navmesh system, rebaked and removed old asset
Removed old navmesh agent toggle hack in UnitManager
meta file had changed.... and merge
Fixed medkit not working anymore. Kinda hacky fix: Made it a holdable item with no model so that it can be selected. See also GitHub issue #69
Fixes #68. Purchases (shops, buildings) now functional again.
Larger, easier to see holosight reticle (including during day)
Fixed doors not syncing correctly when new clients connected by removing some code.
Larger, easier to see holosight reticle (including during day)