194,054 Commits over 4,079 Days - 1.98cph!
Enabled instancing on remaining materials
Updated facepunch.steamworks to latest
added comments to animal shader
Fixed NRE in UnitPortraitManager init, restored old config values
Fixed missing shader on w3_lake.mat
building shelter large source
apparently these units have changed again ¯\_(?)_/¯ must not have saved unity when I tried to check these in before
Stone hatchet optimisation
updated before building shader with comments and hooked up transparency from the texture to show on the material
added Attack.Range function to take into account any bonus
Airfield overgrowth dressing backup
Deleted old attack range/area scripts, removed references from unit prefabs
More Units folder summaries and cleanup.
Enabled instancing on decals, structures, props and some prefabs
Salvaged hammer optimisation
blender to fbx export tool
reimported all unit stats
Theoretical "real" fix for skins issue
added hex block 11 and 12
New drivable truck
Started new driving model
open art source editor script
added wood bare to shelter stick ends
water shader properties cleanup, exposed scroll vectors and clamping values, fixed bad colors
DataAsset.OnEnable caches name properties, updated override usage in derived types
rescaled beep_truck_4 to fit old truck old 1 (0.5)
Updated checksum functionality to the new system
Completely disabled caching on non-procedural maps
Enabled instancing on nature materials
Attack definition refactor wip
Sphere tank overgrowth dressing
Enabled instancing on effect materials
Enabled instancing for prop materials
Cleaning up entity view creation, moved to the settings classes
Only generate behaviour descriptions for humans
Simplified effect trigger set evaluation/validation callbacks
UnitCollection view pooling actually works now (?°?°)?? ???
Moosemerge
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