120,540 Commits over 4,018 Days - 1.25cph!
Cargo ship hull models and prefabs
New AI use radio comm voices.
New AI goes dormant properly now.
terrain blend maps for swamps and bandit town
fixed water surface size/shape in them
Validate position checks in new AI.
Removed rigidbody from lanterns in bandit town
Scene2prefab
can no longer use smoke grenades under water
A bit more robust AI sensation data being sent out when explosives explode.
Refactored prefab pool prewarming
Increased prefab pool prewarm count (test)
Skip LOD OnEnable / OnDisable while prewarming prefab pool
[D11] Slightly better unique Id
Removed ancient unused broken gib prefab
[D11] Update to Unity 2018.2.3f1, only to be used with our local version with custom fixes until they are fixed properly. C# debugging on PS4 and Xbox One possible with this build.
[D11] Get Some stats linked up, still more to do
Merged from AI improvement branch.
MT test spawns for new AI.
fixed some edge case areas animals spawning inside cliffs
Atmos volumes now visible from outside w/ distance-based fadein
Finished combined fog opt
Yet another merge from main
Run prefab pool warmup after destroying map entities (otherwise warmed entities will be destroyed)
[D11] [UI] [WIP] Submit for new Belt Bar graphics for Console Port.
[D11] Missed .cs files for litenetlib
Fixed IndexOutOfRangeException during prefab pool warmup
Fixed initial missing audio issues from prefab pool warmup
Resolved CLIENT/SERVER separation issues in new AI.
Unified "GameManager Warmup" and "Asset Warmup" to avoid doing duplicate work
AI cleanup / generalization improvements.
[D11] Sever and Client defines Added
[D11] Setting up text mesh pro package and files
Bandit Town shopkeeper room dressing
Bandit Town and swamp_c scene2prefab
Run prefab pool warmup after loading the level scene (otherwise some warmed up prefabs will be destroyed)
Fixed some entities and construction conditional models pooling on the server, which is not supported
control room deck computers
scene update