199,243 Commits over 4,140 Days - 2.01cph!
swamp trees billboard mats tweaks
refactored some GameClient init.
Added replay match type.
Added delays in between replay actions.
Deselect all units on match end, as requested by Alex.
Can't enter selection state to control units in replay mode
carrot harvesting from the patch is "one" rather than "all"
ReplayPlaybackMode, wip playback control UI placeholder, disabled end turn button in replay mode.
Added map icons for checkpoints. Also fixed an old bug, with mission task icon always showing on the map.
Bandit guards don't like players sleeping for too long.
Bandit guards don't like smoke grenades being thrown.
Bandit guard hostility tweaks.
only show cooldown effect after actions have completed, not during
disable any active cooldown effects when hiding UI with F9
getting latest
tweak env and player platform texture
L96 RGBa texture - moving from Rust standard to Core shader (can't seem to find the material change in plastic)
Fixed repair bench UI pooling issues
Update lootpanel prefab scene
Movement rules for scientists (stay close to spawn, etc).
Updated some spawn point at military tunnels.
Scene2Prefab Military Tunnels.
removed old unused ao and metalness textures for l96
Added impostor renderer for fast cpu-side drawing + attached to main camera
Updated impostor shader to support indirect instancing
Updated LODComp, RendererLOD and TreeLOD to support fast path
Created Impostor layer; enabled by default in camera (fallback)
Fallback to slow path when instancing unsupported
Moved all tree impostors to Impostor layer
[D11] Ping fix and exception fix
Fixed culling visibility toggle delay
resource tweaks and yam patch
vertex coloring carrots and yams
Fixed errors due to missing meshes
Fixed server compile
Fixed fallback
Set up, and hooked up hitbox system.
Moved impostor batching code
Added BreakArmourCombatAction.
Added BreakArmour flag to AttackDefinitionSO.
Biter damage reduced 5->3 but now permanetly breaks a unit's armour (before the Biter damage is done)
merged replay wip and Biter changes to main
Attempt at fixing impostor instancedata NRE
Ambience CullingGroup updates are needed much less frequently and are much faster when they do happen
Eliminate GC alloc in AmbienceManager.SortLocalEmitters
disable replay debug loggin
healer attack description tweak
Renamed teleporter stuff to jumppad.
Unit info cards now show red values for reduced armour (needs colour tweak - maybe setting the white BG colour isntead of the text? Thai?)
Units now carry on playing their move anims while flying from jumppads.
Added GetBlock() to unit definition that returns the correct value for a passed UnitSide.