198,704 Commits over 4,140 Days - 2.00cph!
added a force wipe mechanism, added a Defines.SavePath, moved a ton of save locations to use the new sub /save/ path of runtime data so I can wipe the folder without unity file sharing violation errors.
Added a second hud bar for the other faction boss
DeathmatchSystem sets factions for players , added red/blue factions
NPC agro checks faction first
NPC fight v flight rolls only happen when setting target
Potential Definition<T>.All NRE fix
Fixed another build error
New loading screen background image
Added a hud element that shows your current team and the HP of the other team's boss NPC
Added support for custom loading screen images for game mode.
Fixed item tooltip leaving some weapon stats on if mousing over a spell immediately after mousing over a weapon
Added infinite mana cheat
Spell casting now uses the cast and release animations
Reworked some logic in PhysicsForceCurves to use non-allocating physics and use local forward/up when calculating directions
Hud improvements.
Other minor things.
Various combat arena related.
Gravity spell WIP.
Team equipment
Scene stuff
Manifest
Added deferred mesh decal instancing
Team vs team assets
Scene
tweaked igniter anim
add burning trap model/mat /texture
fixed unit squad button death particle sorting
Scene
Cone spell collider fix.
Proper underground HDR test
Enabled gpu instancing on a couple hundred materials
Gravitational Orb WIP
Less obnoxious hit marker sounds
Defaultinventory changes
Spells
Added multi-vectors to the physics force script.
Good shit spell stuff
Scene
More spell stuff.
Manifest.
residential buildings update
texture sets added: windowdoor_wood/ windowdoor_conc
compound scene2prefab
Moved Go To Smart Object out of SetDestination and into its own class.
Updated loads of data with the new action.
Added spaces to DataAsset logs.
Various spell & anim improvs.
Scene
Casting and null checking of the action in the callback in ItemAction.
Logging if it fails.
Scene.
Asset nav exclusions.