202,079 Commits over 4,171 Days - 2.02cph!
Removed debug UI and unused anim state
- More mission randomisation stuff
- Changed mission spawn location prefabs to work with new stuff
Fix potential NRE in SmartBehaviour.Complete
Updated backhand Igor config
Fixed missing detail layer in some shaders causing empty material inspector
Added Behaviour, from which SmartBehaviour now derives
SmartObject now derives from Entity
Item, Resource and Building now derive from SmartObject
Connection security, better logging
Entity init cleanup
SmartBehaviour constructor cleanup
SpeciesSettings and Unit cleaup
Behaviour constructor tweaks
Some sanity checks for hits caused by projectile penetration
Stairs greybox set changes
Industrial buildings greybox set
Water tower, cooling tower, pigeon nest, etc.
Entity component init check
Scale damage by the remaining projectile integrity
added bamboo, re animated koinobori
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
Server description fix test
Fixed anim compression issue
New transition for end of point
- Level changes to Area1_WIP1 ready to be broken into sections
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
Fixed hit normal orientation reject
Pre-forest scene backup. Few rock mats.
Lion-El, Mavis & TENN south turn runs
First stage native api call stability; switched to safer async native GPU api calls; now called by render thread via plugin event
Testing stability for terrain base pyramid compression and atlas mip level fix
PVT compression disabled temporarily
Updated RustNative