244,582 Commits over 3,898 Days - 2.61cph!
merge into main - a bunch of damage balance and hide balance changes
hide stuff is balanced and default craftable
hide stuff has protection properties again
repair bench easier to create, repair bench default blueprint
balanced deployable health/protection - ensured repair bench destroyable
merge from main
generic deployable protection
Moved standard layer code to own include file
Added wetness control to legacy terrain shader
Dump network packet history on invalid packet error
Updated heads blendshapes source file
eoka recovers from cancelled attack faster
Trying to sort out lerp lag!
Fixed some compilation errors for web player builds.
Documentation updated during deployment build 014380cb-6c1e-424d-8b9c-a8cdf25b8f1b.
Documentation updated during deployment build 014380cb-6c1e-424d-8b9c-a8cdf25b8f1b.
Added g-buffer normal + light transmission encoding; compatible with unity normal output
Added light transmission options to speedtree shaders
creating test_court scene, built walls and wooden beams, textured screens
Removed passwords from key pairs.
Added key pairs for assembly signing.
`Lidgren.Network.dll` is no longer copied to `Unity/DevKit/Assets/Plugins`.
Switched to Mazing for deploy test.
Bow and Arrow are craftable by default
Updated phrases
Updated recipies
Re-implemented resource hotloading.
Hacky hack - fixed bow breaking after last arrow fired
Removed hardcoded path to mono used for testing.
Don't use blueprints as ammo
Added head2 prefab (in case it's needed)
Clamp reflections that go horizontally off screen (only cut off if vertically off screen)
Can now load games from script files again.
Fix confirmed, remove debugging stuff
Reapplied water changes with reduced maximum loop unroll depth
Added head 2 textures & created 1st pass player2 skin material
Skinned & rigged new head2 variant ready for testing (no lods or blends)
fixes for cold protection/overheating
Security restrictions actually work.