198,677 Commits over 4,140 Days - 2.00cph!
putting buildings and alleyways on to hex prefabs
Small scope world model lod updates
Muzzlebrake world model lod updates
Mission description panel
merged shader fix attempt from main
Rocket factory / offices exterior blockout
FOR FUCK SAKE squad unit button
FOR FUCK SAKE fix standard shader?
UnitViewUtility.UpdateViewFromSourcePrefab doesnt need to instantiate the old prefab
Fixed player preview (deferred LDR alpha)
Replaced an error with a warning
Consumable is now an item component, supports decay
Added ICookable interface, used by Consumble and Corpse
MachineProcess.CookCorpse is now CookCookable
FOR FUCK SAKE star background script to pause particle system
FOR FUCK SAKE shader that work in editor but not ingame................................................
Load DebugSkin differently
Fixed a bunch vegetation textures not having mips (bw+aliasing); tweaked aniso and compression settings to save bw
Profiler sample around Protobuf.Entity.Deserialize
Let's start with the highest priority rather than the lowest when iterating through goals of modules in DM.
Make every goal start at a priority value of 10 in the editor.
Group profiler by entity name in GroupDestroy
created fire hydrant prop and added to unity
placed all lamp posts and fire hydrants on hexes and added to prefabs
Improving GPV construction failure events
Various AI tweaks
set meat material value on corpse skinning to prevent errors from art side
Merged occluder optimizations
Spawning shit in bins now
FOR FUCK SAKE what's new screen
Raster tolerance tweaks on a few occluder meshes
Simplified a few more building occluders
Added more core occluders
Added building occluder set up scene
GoalPlan.BringDispenserItemToPlayerBuilding filters for held items
Added CanPickUpDispensable Condition, added to
Added Unit.Items.CanPickUp and Unit.Attachments.CanAttach overloads for ItemSettings
Automated Windows Build #651
Automated Linux DS Build #651