200,181 Commits over 4,140 Days - 2.01cph!
Fixed a small if server check for client compile.
Added terrain atlas generator ability to load non-read/write textures
Switched all terrain4 textures to non-read/write
Yet another merge from main
Merged from ai branch to main
If ai_dormant is on, only tick metabolism simulation on agents that are active.
adding easing to unit move/rotation
renaming 'pitch' parameter to 'move' for clarity
gas station damage pass wip
Fixed some memory pooling related issues
FindInGroup editor safeguards
Rebuilt Facepunch.Network
Optimized memory pool size for networkables and entity links
Scientists no longer drop 1000 LR300 weapons (Temp loot table fix for Staging playability)
Include far clip plane in inview check
Less frequent character vis checks
Added an extra load process to group that ensures all group members are set to the correct controller (fixes issue when loading game and group is loaded after units, causing all units to be marked as not player controlled)
Fixed a key not found exception in ProgressionWindow, prints a warning for the UnlockDefinition that cannot be displayed (BasicBuildings in this case)
Adjust ladder climb speed
Cherry pick merge in some extra changes so the bootstrap scene gets made active reliably
Item prefab update will now only add a box collider if there is no other colliders on the prefab, regardless of collider name
Fixed UnitPortraitManager leaving other clones on when inspecting a unit
Fixed addons not registering to their parents Addon list when loading a game
Working on ladder support NPC support for composite (multi-part) generated ladders
Reset scale of radial menu widgets so the last clicked button isn't scaled up when the radial menu opens
Fixed some attachment points/animator params for goats and turtles
Composite ladder nav working. NPCs climb ladders on city maps!
Merge ladder updates into Paul's branch
First pass of cleaning up UIUnitDragDrop
Prewarm memory pool of certain extremely common types
Merge from gc_optimizations_2
Disabled dynamic batching (experiement)
more squad editor UI refactoring
Slowed down NPC ladder climb speed
Finished UIUnitDragDrop refactor, renamed it to SquadEditorDragDrop
use LayerMask.NameToLayer("OverUI") instead of 12
Fixed Server.DestroyNetworkable not calling Networkable.Destroy when returning networkable to pool
gas station damage pass end
renamed and moved a bunch of LoadoutXXXX scripts to SquadEditorXXX and folders
Fixes to avoid Material.SetPassUncached + touched all rust/std shaders
GameCam rotation input polling can now be locked/unlocked.
Locked camera rotating when mousewheeling the map list
squad editor help text change.
Map buttons now should correct game mode for that map
OnInventoryChanged profiling
Adjusted some memory pool sizes