202,019 Commits over 4,171 Days - 2.02cph!
players start naked because yeah
FOR FUCK SAKE tweak material and lighting
FOR FUCK SAKE shaderforge 1.32
RendererLOD - complain if target renderers aren't part of the same prefab/heirachy - and try to fix
Scene2Prefab
Portacabin cull
Fixed NRE in DeferredMeshDecal, when selecting prefab in project
equipment can replace corresponding slot's body mesh material, rather than the whole model
Don't create gibs over 500m away
Fixed ParticleSystemContainer leading to issues on inactive game objects (state uninitialized, trying to call invoke)
fixed unit mouse hover event
gear stuff, UI tweaks, minimap fix
Fixed bad instance property indices causing rocks to change color (won't trigger recompile yet)
added latest ASE, character shader, other fuckery
Couple of missing colliders fixes
Baked vertex stream data to asset files on Harbor_1,2,Powerplant
Splitting texture asset bundles (we might be hitting the 2gb bundle limit)
Wires have 50x less verts
wip formation verification
Reduced shader variants across all heavier shaders
Disabled instancing on grass, cloth and skin until u5.5
Tweaked LOD distances
Enabled culling on objects that did not have it
Wrecked sedan_a vehicle model/LODs/COLs/Prefab
FOR FUCK SAKE camera effect (fixed jittering on UI element), readjusted some materials
!A unity cinematic effect
Started work on AI Missions
reworked team material colour code, set values
Reduced variants on heaviest shaders by forcing opaque/cutout to deferred and alphablend to forward
Scene2Prefab (sphere tank, fixes missing barrels)
fixed potential NRE in ItemTemplate OnValidate
FOR FUCK SAKE colors/lighting
CraggyIsland radiation sphere test
Fixed player preview rendering white
no radiation spheres on client
Animal skin prefab cleanup (memory usage)