194,541 Commits over 4,079 Days - 1.99cph!
Further improvements to navmesh grid and spawning.
Added LOD chain models to ore stages 2 to 4
fixed effects not playing in the right position for several viewmodels
Merge from texture packing
Re-wrote tutorial UI widget to use paging for tasks, only shows a single task at at time
skin approval
riot helmet no longer requires sewing kit
recoilcomp forced off on deterministic recoil weapons
bone armor now takes cloth instead of rope
heavy plate armor helmet protects 90% of damage against arrows and bullets ( was 60%)
heavy plate body/legs protect 75% against bullets (was 60%)
reduced aimcone by 80% and added deterministic recoil to the m92, ak47, and p250
improved recoil on mp5
Various tutorial/task widget fuckery
Improved packed texture compression; less artifacts on mixed/swizzled maps
Fixed order on 32bit image load to texture
Fixed terrain texturing error when height map is not available
Test lower floors to align wall points
Fixed rocket launcher description been slighty wrong
Tutorial & task UI cleanup
fixed clipping on pickaxe vm throw
Make branch compile again.
Duplicate floor option
Fix regen when remove floor clicked
added randomised interior and window decal colours driven via object position to window shader
Removed gc.interval since it's bullshit and the thought of someone having it enabled scares me
Added StringFormatCache (caches the result of repeated string.Format calls with the same arguments)
Eliminated GC allocs from effect path assembly (this affected every single effect spawn)
Found and fixed bug with AI not always ending their turn
Option to loop last wall point
More description fixes and updates
Rooftops now generate for multi floor building
Fix LOD material pop-in on rocks
Fixed animation event prefab paths not being lowercase
More prefab paths that weren't lowercase
Fixed some hardcoded prefab paths in code that weren't lowercase
Removed some crazy inefficient methods from GameManager that should not be used by anything
Eliminated GC allocs from lowercase conversion of prefab names (triggered by spawn handler, decor spawners)
Log warning when having to convert prefab names to lowercase (should never happen)
Added texture usage report tool
Moved all packing tools to tools/textures menu
Fixed roof generation height
Moved roof collision to own object, sets correct layermask
Added AssetNameCache (with GetName / GetNameLower / GetNameUpper extension methods for materials and physic materials)
Eliminated GC allocs from footstep / footprint lookups, hit effect lookups and gib effect lookups
Added wall marker class
roof now generates with collision