241,436 Commits over 3,867 Days - 2.60cph!
Merge mission branch -> Working
Disable 'AlwaysAnimate' check in standalone builds because it slows down loading times and should have been done at build time anyway
Increase mission rep boost
remove an unnecessary shader var set
Fix for slow array copy in OcclusionCulling.BufferSet.GetResults
[D11] Don't compress map if there is nothing to compress
fixed missing material on igniter projectile
fixed award panel trying to start on exit
added graphic raycaster to replay control
[D11][UI] Fix for textmeshpro decimals
Fix missing client/server define
All missions applied to gang payphones
[D11]Item icon now uses set text. Skip Set canvasgroup alpha on branding text
Fixed ToBaseEntity not falling back to GetComponent if called on a child object of an entity instead of the root object
Added some profiling to replay sharing
Allow gang rep requirements to be done via payphone as well more mission reuse
Automatically add gang rep on gang payphone missions, so I don't have to manually add it to missions, and missions can be reused by different gangs
Force triggers do not apply to corpses (fucks them up)
Fixed camera controls not getting initialized
▍█▍▍ ▊▇█▇▇ ▅▉▍▄▋▇▊▇▆ ██▍▅▋▆▋▍ ▍▇ ▇▆ ▇▄█ ▊▄█▊ ▅▊ ▇ ▍▌▉▆▍ ▌▉▊▅█▇▅ (▌▊ ▊▋▋▋▅▋▇ ▄▄▅▋▉)
██▊▌▄ ▆▉▅█▅▊ ▉▆▍ █▇▆▌ ▍▅▅▌▄▆▋▍▍
OBB blocker tweaks
Reduced radiation volume
Loot spawns no longer block AI
Slightly reduced navmesh size
Scene2Prefab
Fixed eyedropper cursor getting stuck
Fixed being able to delete exterior archways
Fixed a heap of issues with standalone wall placement
Fixed a way to make illegal ship connections
New NPC gang attack missions
Generalize the zombie kill mission task to cover and NPC type
Added helicopter mission type + asset ID re-scan that updated a bunch of prefabs.
fixed VS staying visible on the outcome panel when surrendering before the end of the intro
fix tmp resources path folder
tweaked sponsor objective panel ui
Pulled terrain fetch improvements from main
fixed reflection probe warning
removed ui-extention example to get rid of the warning spam
Zombie mission improvements
Simplified, cleaned and optimized terrain shader; now ~10% faster and easier to read
Nuked terrain atlas related sampling; now array only
Toned down parallax a bit
fixed tmp warning
moved tmp ressources files
re render map preview with correct vtx color
Add zombie killing mission + other edits
remade candy explosion FX
file/folder cleanup
Space out component data access in passenger updates
Space out navigation speed updates (doesn't have to happen every frame)
Convert unit nav to buffers
Show count of objects purchased in build menu
Use CanReach checks to generate path and store in buffer
Merge branch 'master' into buffernavigation
Merge branch 'buffernavigation'
Cap line lengths to 12 people
Increased prop heat penalties
Clip overcrowded indicators
Rebuild scenario 1+2 to fix new room sizes
Improving checkpoint calculation
Fixed starting furniture missing some doorways
Fixed starting tutorial expecting medium bathroom