241,259 Commits over 3,867 Days - 2.60cph!
Fixed "Look rotation viewing vector is zero" logs
client compile fix (sorry!)
finished texturing up cogs, working on court texture
water extinguishes fireballs
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- Shop upgrades now actually cost the player the cash values
- Pressing Y in the shop when UNITY_EDITOR awards 5000 cash to player for testing
Removed EntityComponent.Awake since it's redundant
Removed BaseEntity.Is<T> (server ai gc)
PlayerPrefab tweaks
Made PlayerController UnitEvents serializable
- Shop UI player cash value is now hooked up to PlayerData
PlayerController uses UnityEvents
RadialMenuWidget listens for PlayerController events
Sentry detailed greybox models
- Shop UI for upgrade levels
- Upgrade levels can be purchased (not linked to stats etc yet)
Added MeshColliderBatch tag
Less GC + cpu by skipping GetComponent<MeshColliderBatch> if MeshColliderBatch tag isn't set on gameobject
Updating city island meshes in a shit work to test it.
AISenseRedirect is redudant (we use .ToBaseEntity) (server perf and gc)
All prefabs start disabled
Throw error in CreateModulator if array out of bounds
OnHolster/OnDeploy should only be called for local players
Load ambient sounds in background (fixes 20ms+ spikes)
All projection distance on decals changed to .1
Added Metalore and stone decals.
Tool cupboard model, textures, lods and gibs
Merged Diogo's awesome water in
FOR FUCK SAKE prefab room, readding some more room in the generator
- Can now cycle through shop items with left-stick left/right
Fixed doors not shutting clientside, on the first USE
Server Corpse Profiling
Road updates. Getting ready to base them into the terrain.
Fixed comfort/radiation/heat triggers not working
Enitty save pooling tweaks
Don't add road and river mesh filters and renderers on the server
BuildInformation generator
Units no longer play selected sound when sleeping
Units no longer selectable when dead
Tribe now has access to all buildings by default
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