221,900 Commits over 3,653 Days - 2.53cph!
Rocket scaffolding LODs/COL
added number of sleeping positions to the building descriptions
Better serializing / sync of crimes to client.
Updated Facepunch.Steamworks
Added Jetpack
Removed a ContainsKey usage in Unit.Audio, added debug logging to PooledAudioSource
Added ExposeToRadial bool on BaseBehaviourPlanSettings, checked in PlayerController+Commands routines for evaluating commands for the UI
exit on sneak idle if isSneaking = false to stop units staying in sneak pose for too long
Use https for database, feedback
Disabled wip trajectory display.
Unit key text.
mine bomb exploding
bomb timers dont trigger if destroyed
units try to stay in bounds
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
Whats New data file entry.
Settings fix.
Fixed bad weather widget icon positions
Removing my temp profiling
adding number to unit health frame, wip game mode icon stuff, highlight new icon prefab etc...
GameModeDefinition can specify minimum number of male and female tribes people created when using the random mode
Tweaked server side weapon cooldown verification
added ui assets
cut up concept assets and added to ui folder
Emoji are working
Merge branch 'master' of SpaceUsurperUnity
Removed Pxc compression script
Reduced grenade bounciness
Actually fixed weather event icons positioning
UI tweaks
Tweaked grenade physics material (no sliding, only tumbling)
Tweaked grenade weight and throw velocity
Fixed grenade explosion rotation
Temp extra profiling in console. Will remove later. Also doubled auto save time to 10 mins.
Add console redraw profiling.
Do the SteamServer update tick actually in Update rather than in an InvokeRepeating copy. The problem with InvokeRepeating was that if the framerate tanked, InvokeRepeating just queued up, so at low framerates instead of getting less SteamServer .Update calls, we were getting 10,20, whatever per frame, tanking things even further.
Also going by the recommendation in the Facepunch.Steamworks.Server code here to call update "at least once every frame".
Sync improvement experiments
Sphere, box, capsule collision shape entities used for triggers