193,693 Commits over 4,079 Days - 1.98cph!
Pause ServerMgr.Update until the connection is open
Added more occlusion meshes
Add layer awareness to mesh renderer batching (key and go)
Added batching to building core occluders + occluder meshes now read/write
cooldown is now hidden when attack-hovering a unit
Added entity.deleteby( steamid ) (deletes all entities by player)
Delete all user's entities when banned by EAC
Fixed some nulled unlocks in Building skill def
Attachments cleanup, various editor fixes
Item view attachment offsets can be adjusted at runtime by selecting the view in the scene view
Cleaning console command running paths
changed default formation
stabilisetorso srcipt to carry both hands anim to stop it from rotating like a crazy
Added chest Unit attachment slot, updated importer
Added big rocks to spawn tables
Remade all human view prefabs
Fixed bad rock pile materials
Fixed entity view prefab import resetting source object scale to 1
Fixed Item.BigRock having a bad view prefab, set default interaction and carry params (using new chest slot)
Renamed huts to be consistent
Some misc cleanup
WTP overgrowth dressing end
renamed bear body mesh to proper name (didnt help make it not die on spawn)
isCarryingBothHands for large rocks
Merging in AI work and fixes
Fixes after doing some testing
Some fixes for potential null checks and general issues
granola bar eat sound added
paper cost reduced
Armored Single door now has a functioning hatch
vm basics
NPC shots can damage vehicles
Pedestrians flee when getting injured
WIP Migration to TextMeshPro
Fixed NRE in Command
DynamicDOF uses player camera transform not Player root when lerping focus by distance
Extreme color grading, sorry petur
Cops boost view distance momentarily when shot,
AI reloading reinstated. Added aim inaccuracy.
audio mixer snapshot blending based on camera distance.
Don't cache names in editor because unless in playmode
Audio bundles can specify UnitSettings, updated animal bundles
Description overflow fix.
Cop AI work and refactoring. Cops keep their guns out and remember criminals for 30s, then go totally back to normal. Also commented out some OnDrawGizmos stuff so I can see my own ones.
Fixed terrain shader compilation when parallax keyword is enabled
flame turret network usage reduction
flameturret fireballs slow movement by 20% more
large furnace has turn on/off buttons on loot panel
large furnace can only be accessed from its alcoves
fixed chocolate bar missing eat sound