200,089 Commits over 4,140 Days - 2.01cph!
Deleting ProfileData (unused)
DeferredExtension.OnGUI is ifdef UNITY_EDITOR
ActivityEnumGenerator fixes
Quick refactor of CmdEndGame
Host now has authority over round timer again
Fixed round timer game bugs
Fixed tutorial widget having a bunch of bad raycast targets
Cleaned register related gc allocs in occlusion culling
Capture match action now works again, removed the old CmdSetTag stuff it used.
Fixed tag value change delta not getting set during a modification not a set.
Packed atlas_wood_stone_metal and stonewall_c to test osx bundles
Can populate walls and floors with a set prefab
Fixed culling debug randomly disappearing
Added pooling to ColliderGroup / RendererGroup / FoliageGroup (eiliminates GC allocs)
Eliminated a 20B GC alloc from RendererKey.GetHashCode (ShadowCastingMode boxing)
People will now drop or stow things that are preventing them from performing an interaction
Fixed occludees visible when registered to an invisible cell
Fixed culling errors when rejoining a server
First draft progression UI
Made UnitAttachment requirements for Interactions less awful.
Added more tutorial things.
Removed some unused activity types.
PlayerProgressionWidget tidy up
InteractionSettingsWrapper now overrides the required attachment points and not the other way round
Fixed occasional culling errors when flying around
Added culling show stats to profile collection occupancy
Adjusted culling collection preallocation for less waste
Removed time delay from first occludee visibility check
Added packed research table and bone armor to test osx bundles
Added the missing TYPE_PROJECTEDTEXTURE enum
Fix play AI button in menu
update healer model/texture/anim/controller WIP
update render icon stuff removing useless properties for the idle state in the unit definition
LODBias on 4 still has too much pop-in really. Just putting it right back up to the original setting of 5
Fixed wearables not getting proper item colours applied in test scenes (probably didn't effect regular game scenes)
Can now call Refresh on wearables multiple times without it throwing an exception
The Rally Group ability will no longer display if a unit has no tribe mates
Rally Group now triggers the shout animation
Fixed cursor flickering when hovering mouse over a thing that causes a cursor override
Fixed character visibility calculation issues when objects (like streetlights) has colliders a little bigger than their visible meshes
EvaluateSmartObjectInteractions now expands it's selection to encompass any child buildings (addons) if a player is mousing over a building
Also expands to cover it's parent if the player is mousing over an addon
This should make sure the interactions offered are the same for a building with addons regardless of where the players mouse is
Can now dismiss the radial menu with middle mouse button or right mouse button regardless of where the cursor is