115,659 Commits over 3,959 Days - 1.22cph!
Initial bar bones prefab, controller, folders, rig and anims
NPCs stick better to the ground (and floats just above it).
Some more NPC cleanup.
Idle voices should now work properly.
[D11] Fixed editor crash when selecting to build Win64 Debug Server from the menu, and added console client compatibility. Additional file-type support added to the asset stripping test.
NPC load balancing improvements.
NPC cleanup pass.
NPC movement now ticked via repeated invoke, not load balanced tick.
[D11] [UI] - Added SDF fonts for TMP + material variations for dropshadow and outline
NPC heading can't be zero.
NPCs won't kill family members.
[D11] Disabled time of day from updating - to prevent joining server when pitch black - warning printed to alert user that this is enabled
[D11] Updated unity version number to 2018.2.3
Reduced prefab pool prewarm count again (for now)
Shipping container decals
Fixed smoke grenade ordering issue with some glass windows
nre fix
smoke effect no longer gone forever outside network range
Cargo ship hull models and prefabs
New AI use radio comm voices.
New AI goes dormant properly now.
terrain blend maps for swamps and bandit town
fixed water surface size/shape in them
Validate position checks in new AI.
Removed rigidbody from lanterns in bandit town
Scene2prefab
can no longer use smoke grenades under water
A bit more robust AI sensation data being sent out when explosives explode.
Refactored prefab pool prewarming
Increased prefab pool prewarm count (test)
Skip LOD OnEnable / OnDisable while prewarming prefab pool
[D11] Slightly better unique Id
Removed ancient unused broken gib prefab
[D11] Update to Unity 2018.2.3f1, only to be used with our local version with custom fixes until they are fixed properly. C# debugging on PS4 and Xbox One possible with this build.
[D11] Get Some stats linked up, still more to do
Merged from AI improvement branch.
MT test spawns for new AI.
fixed some edge case areas animals spawning inside cliffs
Atmos volumes now visible from outside w/ distance-based fadein
Finished combined fog opt