124,938 Commits over 4,171 Days - 1.25cph!
control room deck computers
scene update
Fixed some entities and construction conditional models pooling on the server, which is not supported
Run prefab pool warmup after loading the level scene (otherwise some warmed up prefabs will be destroyed)
Bandit Town shopkeeper room dressing
Bandit Town and swamp_c scene2prefab
[D11] Setting up text mesh pro package and files
[D11] Sever and Client defines Added
AI cleanup / generalization improvements.
Unified "GameManager Warmup" and "Asset Warmup" to avoid doing duplicate work
Resolved CLIENT/SERVER separation issues in new AI.
Fixed IndexOutOfRangeException during prefab pool warmup
Fixed initial missing audio issues from prefab pool warmup
[D11] Missed .cs files for litenetlib
[D11] [UI] [WIP] Submit for new Belt Bar graphics for Console Port.
Run prefab pool warmup after destroying map entities (otherwise warmed entities will be destroyed)
Yet another merge from main
Atmos volumes now visible from outside w/ distance-based fadein
Finished combined fog opt
fixed some edge case areas animals spawning inside cliffs
MT test spawns for new AI.
Merged from AI improvement branch.
[D11] Get Some stats linked up, still more to do
[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.
Removed ancient unused broken gib prefab
[D11] Slightly better unique Id
Skip LOD OnEnable / OnDisable while prewarming prefab pool
Refactored prefab pool prewarming
Increased prefab pool prewarm count (test)
A bit more robust AI sensation data being sent out when explosives explode.
can no longer use smoke grenades under water
Removed rigidbody from lanterns in bandit town
Scene2prefab
Validate position checks in new AI.
terrain blend maps for swamps and bandit town
fixed water surface size/shape in them
New AI use radio comm voices.
New AI goes dormant properly now.