194,623 Commits over 4,079 Days - 1.99cph!
Removed unlock field from GoalSettingsEditor
GoalPlan.WatchTarget overridable by various combat related plans
removed individual option for unlocks.
a lot of progression stuff is now only found in GroupProgression.
let's actually apply that consideration in the correct target filter
Added time to dispense consideration which looks at blackboard interaction plans.
Fixed NRE in PlayerProgressionWidget
Supermarket magazine stands
reduced horizontal recoil on m92
quick distant bradley engine idle
main cannon min engagement range reduced
Bradley is GC free for targeting
Reverted some buffer pre-allocations (memory usage)
proper target sorting (was inverted)
bradley is louder
bradley contact hurt trigger fixes
improvements to item management
Camera OverUI is now a child of main camera, zero'd. Removed CameraOverUI.cs, fixed mouse alignment issues when dragging units out.
added light flares to bradley
optimized bradley to use a single spotlight with a cookie instead of two
smaller main cannon explosion effect
main cannon is no longer laser accurate
added bradley.quickrespawn server command to qiuckly respawn a bradley to test
Unlock preview image support
Revert to 2017.1.b10 fixes doors.
Goal.Observation conditions tweaks
Added IsBeingAttacked condition to GoalPlan.WatchTarget
Reverting FaceTargetSettings change as it is intended to loop indefinitely
Updated city with first pass whitebox
Profiling, cleanup, small GC optimizations
small rocks & tall grass culling distance tweaks
Fixed broken orientation on particle layer accum; touched all relevant shaders
rock dressing scene update
small rocks distance tweak
squad editor drag and drop wip
disabled ALT key camera rotation
gas_station level vcolor bakes
backup and scene2prefab
Adjusted default buffer sizes of collider groups, renderer groups, foliage groups and LOD cells
Remove foliage groups when they are empty (similar to renderer / collider groups)
#ifdef'd editor functions
Fix gaps on supermarket / fixed seams on plaster_d texture / material tweaks
Saving a map in the map editor now creates a preview thumbnail image, imports it as a sprite and sets it in the map's definition file.
Saved screenshots for all existing maps.
Updated PlayerModel with fixed seam geo/normals/skinning
Final textures with head/body seam fixes
Body lods & head.00 lods
Player preview changes/fixes
Reduced GC allocs in SelectedBlueprint.RefreshBlueprint
Log warning when trying to create attachment on viewmodel without model component