198,851 Commits over 4,140 Days - 2.00cph!
Handling inputs - facing in walk direction
player tempalte root collider
Basic Apex-based random walk brains working for NPCs
AI trucks no longer show in the player list
FOR FUCK SAKE unit texture/material
!A wip unit prefab
Converting NPCs to Apx-based brains
fixed creepy smiling people
removed player aiming state
deubg logs, fixed ranger hood
Merged latest occlusion culling with infinite sparse grid
Removed static decor from culling
mostly fixed auto attacks
Finished infinite grid implementation
Fixed landmine_explosion prefab being fucked up and breaking when pooled (smoke_1 and smoke_2 warnings)
Progress (backup checkin)
A lot of the values on BasePlayer don't need to be serialized (I don't know if that saves us anything)
fsm back to update fuck it
Made ragdoll movement non jittery
BaseEntity FSM updated every 100ms independant of server framerate
more text mesh usage
Truck polish and optimization
units now have block values for front, sides and back. Attacks use these values. Increased bouncer attack range
wip attack side calculation
Added a new junkpile containing the wrecked truck
Manifest
Truck variants LODs/COL/Prefabs
magic fx pack, textmesh pro, ui stuff
TargetFriendlyUnit flag added to attacks, healer works, combat text colour based on dmg or heal, health gets capepd at max health
Truck wreck models/LODs/COL/Prefab
cherrypicking truck variants
Can remove multiple trucks
Remove AI after mission
Crossbow lod optimisation
Prefab fixes
folder cleanup