202,210 Commits over 4,171 Days - 2.02cph!
Automated Linux Build #496
Automated Windows Build #496
Automated Linux DS Build #496
Working on vehicle explosion damage and wreckage. A lot of in-progress work here. Fixed player type flags not really being flags.
Forgot to commit added files
Automated Linux Build #497
Automated Windows Build #497
Automated Linux DS Build #497
FOR FUCK SAKE ocean shader
Merging from trunk. Unity 5.5 update.
Disabled decals on wreckage
m92 pistol viewmodel / worldmodel / sounds
render.PopFilterMag/render.PopFilterMag now properly disable their overrides straight away
Automated Linux Build #498
Automated Windows Build #498
Automated Linux DS Build #498
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Automated Windows Build #499
Some in-progress work. Things a bit broken. Changing player health to allow for some direct server-side damage.
Automated Linux DS Build #499
Automated Windows Build #500
Automated Linux DS Build #500
SmartObject now holds GetInteractionPlanById
When loading Interaction Positions, Occupier and ReservedFor might not hold valid Unit Id, so account for that.
Behaviours are aware of the plan they were created from, some other small refactors
Workshop support multiple materials
AK47 in workshop
Workshop voting on main menu
Moved action chain pooling to the AI manager, to ensure we alloc on init
Added EntityId type with implicit conversions to IEntity via EntityManager.GetById (for persistence)
Added DataAsset.Id, replaced GetInstanceID usages
Added culling volume to large caves