194,321 Commits over 4,079 Days - 1.98cph!
Fixed player preview not rendering
Added find materials tool ability to filter by keywords and find assets that reference a material
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hold space when running in editor and clicking loadouts to load both teams into the board for debug
FOR FUCK SAKE textures
!A optimized tile model
Fixed UpdateLoot being called from other players
Animal skin prefab cleanup (memory usage)
no radiation spheres on client
Fixed player preview rendering white
CraggyIsland radiation sphere test
FOR FUCK SAKE colors/lighting
fixed potential NRE in ItemTemplate OnValidate
Scene2Prefab (sphere tank, fixes missing barrels)
Reduced variants on heaviest shaders by forcing opaque/cutout to deferred and alphablend to forward
reworked team material colour code, set values
Started work on AI Missions
FOR FUCK SAKE camera effect (fixed jittering on UI element), readjusted some materials
!A unity cinematic effect
Wrecked sedan_a vehicle model/LODs/COLs/Prefab
Tweaked LOD distances
Enabled culling on objects that did not have it
Reduced shader variants across all heavier shaders
Disabled instancing on grass, cloth and skin until u5.5
wip formation verification
Wires have 50x less verts
Splitting texture asset bundles (we might be hitting the 2gb bundle limit)
Couple of missing colliders fixes
Baked vertex stream data to asset files on Harbor_1,2,Powerplant
added latest ASE, character shader, other fuckery
Fixed bad instance property indices causing rocks to change color (won't trigger recompile yet)
gear stuff, UI tweaks, minimap fix
fixed unit mouse hover event
Fixed ParticleSystemContainer leading to issues on inactive game objects (state uninitialized, trying to call invoke)
Don't create gibs over 500m away
equipment can replace corresponding slot's body mesh material, rather than the whole model
Portacabin cull
Fixed NRE in DeferredMeshDecal, when selecting prefab in project
RendererLOD - complain if target renderers aren't part of the same prefab/heirachy - and try to fix
Scene2Prefab