201,192 Commits over 4,171 Days - 2.01cph!
Gang buildings are more beautiful
More item description updates
Improved EAC authentication workflow
Reverted Auth_Steam to version from main (just to be safe)
More lods
Removed all unused meshes from playermodel fbx
Skin set changes
Set nav_grid to false by default
first batch, cliff_02, cliff_02b, rock_big_01
~ wip
When loading the map from cache, prefabs spawn async to avoid stalling the client for a long time
Cleaned up asset FileSystem_Warmup by removing unused code
Eliminated some tiny GC allocs from nested coroutines
Cleanup & mouth texture optimisations
A couple more checks, just to be on the safe side.
tweaked darker skin colours
Eoka Pistol, Flamethrower, Pipe Shotgun, Revolver - Updated to latest rig and arms, clean exports, rebuilt prefabs
Bonuses and Penalties are now also ConsiderationGroups.
Updated all the assets and editor shit related to Bonuses and Penalties.
update to vm source files
Converting map system to HEM
Added missing background from the background competition winners
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Stashed experimental stuff.
Stripping out unused textures
Added AI Module Groups.
Default Modules are now set at the ModuleGroup level rather than individually.
Combined the defensive module into Combat-General.
Check neighbour navmesh cell as valid target before we attempt to generate a link in that direction.
Generate links async and with a queue, that we can control how many links we generate each frame.
Set nav_grid to false by default.
* Fixed steamworks.RequestPlayerInfo's callback being unreliable when called multiple times per frame
* Fixed workshop UI displaying [unknown] for most user names
* Fixed an issue where removing ai_network before game.CleanUpMap() will crash the game
Fixed missing mat assignment