199,319 Commits over 4,140 Days - 2.01cph!
testbox arid files (from wizard, nothing in them yet)
Grass can be enabled again (defaults to off in builds)
Skins can now added to characters on the fly
added Arena grouping to board child transforms.
moved some files around.
BoardChildView stuff
Testbox revamp, fixed grass and decor spawning underground
Eliminated GC allocs from ESPCanvas
Eliminated GC allocs from LifeScale
Removed world reflection quality since only mode 0 is currently supported on Unity 2018.1 (revisit with 2018.2)
carrots are carrot patches
Foliage displacement shite
BBQ allows small box to be placed underneath
Snow jacket name fix
Added camera opaque and transparent draw sorting override; opaque defaulted to NoSorting (testing)
Foliage displacement debug
biome tweaks, foliage displacement fixes
Added SquadValidationRules, now passed into Squad.Verify() to allow more flexibility.
Added Squad.CareerRules and Squad.ArenaRules.
Changed all the shit that uses Squad.Verify to call with the right rulesets.
Ugpraded to unity 2018.blah.blah
renamed ActionCam prefab to DynamicCam.
Lots of mix tweaks and polish
More UI sounds
adding depth map shader / world space space background shader
updating sky model
update board child prefab
update highlight tile texture (removing the path stuff)
adding WIP jump pad model
Merge fixes
More sound tweaks
merge from main/soundpass2
More tweaks to new aim system for Scientists.
Tweaked load balancing for Scientists.
Tweaked some weapon usage for Scientists.
Generated console commands.
Merged from AI improvements 2 branch.
Client/Server related compile fixes.
Cleaned up hostility at bandit town.
Scene2Prefab bandit town.
More tweaks to Scientists at MT.
subtract
28252 (bandit town fuckery)
Added graphics.opaquesort toggle
Changed opaque construction materials to render first, after terrain
Subtracted sorting changes (28244,
28257, 28258)
Experimenting with Scientists using thrown weapons.