244,597 Commits over 3,898 Days - 2.61cph!
Switched to safer async native GPU api calls; now called by render thread via plugin event
Commented assert in RakPeer due to debug-mode compilation issues
- Level changes to Area1_WIP1 ready to be broken into sections
Fixed anim compression issue
New transition for end of point
Server description fix test
added new lighting to test court, added bamboo and mountains, re animated koinobori kites, tweaked foliage shader and materials
tweaked normals on cloud city court play surface
added bamboo, re animated koinobori
Scale damage by the remaining projectile integrity
Entity component init check
Stairs greybox set changes
Industrial buildings greybox set
Water tower, cooling tower, pigeon nest, etc.
Some sanity checks for hits caused by projectile penetration
Behaviour constructor tweaks
SpeciesSettings and Unit cleaup
Entity init cleanup
SmartBehaviour constructor cleanup
Connection security, better logging
Added Behaviour, from which SmartBehaviour now derives
SmartObject now derives from Entity
Item, Resource and Building now derive from SmartObject
Fixed missing detail layer in some shaders causing empty material inspector
Updated backhand Igor config
Fix potential NRE in SmartBehaviour.Complete
- More mission randomisation stuff
- Changed mission spawn location prefabs to work with new stuff
Removed debug UI and unused anim state
Fixed network gamepad rumble issue
Broadcasting fault / double fault
Changed penetration resistance calculation
Added utility methods for getting shot times
- Working towards picking and initing random missions
Added penetration power to projectile
Added chars 6, 7, and 8 to lineUp scene. Added emission option to character shader.
some more wounded animations
reduced crafting time for all low level items
New building gib sounds
Location based voice limiting to control gib voice counts instead of % chance to play
better asset path lookup in BeforeEditorTab