193,937 Commits over 4,079 Days - 1.98cph!
Fixed bad Definition name cache
Trainyard overgrowth dressing end
tweaked up and down ramps
Fixed bad name caching in DataAsset
GameConfig can be accessed through Before.Config, both at runtime and in editor
Water shader cleanup, shoreline tint global variable, editor update hook
Added editor convars to pause renderer grid, collider grid and load balancer
Refresh renderer grid in loading screen (client)
Refresh collider grid after initializing conditional models (server)
Fixed workshop broken due to tag case sensitivity
Renamed SensesParameters restricted definition lists to "Valid" types
DataAsset.Id HideInInspector
Shader includes, variants
Fixed potential NRE in Effect.HasActiveActionChain getter
Fixed NRE in Effect.Assign
animal folder name changes
Fixed a bug with growing attack area, big grid highlighting optimisation
changed layer to world on electrical box prefabs
Trainyard overgrowth dressing backup
added traffic cone to unity and added it to test arena
removed bumpiness on dirt roads, tidied up ground hexes a little
Testing fix for missing skin parts
Added brake / reverse force
Side ramp
Corrected reverse steer
Moved wheels
Fixed some bad input states in playerController (can cancel building placement position again)
Fixed Effect.HasActiveActionChain always returning true (action chains are never null due to pooling, added isValid flag for this usage instead)
Effect trigger evaluation profiler samples
Reduced player model aim speed
Rpc calls use Unity assert
Moved some files to dll
Effect triggers optimisation and cleanup
working on heitmap test, added side parts to underground section
Working on Cop AI, getting more complex
Fixed an MRE caused by convoluted VisualFX destruction
Fixed dispensable interactions not population InteractionPlanData with their required ToolTypeDefinition
Fixed hanging Unit references in UnitView after destruction of the parent entity
Fixed a bunch of weird human animation lengths (frankieh please review)
fence flame resistance increased
flame turret performance improvements
flame turret exploit fixes
Cops put their weapons away when not in use (no target)
Cops put their guns away when
Cop AI is dumb and a bit broken, but this version has been tested and seems stable + has some bug fixes, so it can go into trunk.