223,949 Commits over 3,684 Days - 2.53cph!
testing with audio source directly on the unit view rather than pool
More code shuffling
Processor/packer work
Added image util (editor only)
Imported random move test units from test project
Player corpses drop backpacks with their items in them when despawning / destroyed (better performance with long despawn duration)
Added corpsedespawn convar (time after which corpses despawn and turn into backpacks, defaults to 5 minutes like before)
Dummy Units now move
clean test scene
Test unit calls play sound
UnitView/HumanView cleanup
AudioFucker test (use testbox_nospawns)
Moved some stuff around + code org
tweak intro anim to avoid unit mouse over problem
Fix for squad bar buttons scaling after death on null selection
Removed click state from enemy unit bar buttons
MeshManager.copyElement now works with any combination of src / dst attributes
baking to assets vcolor painted meshes
dressing backup
Fixed item pouch loot panel sometimes not having enough slots to show all contained items
Fixed item pouch being culled too early
Fixed item pouch sometimes falling through objects
Unit.Audio.PlaySound doesnt pass view xform, for now
expression bodied properties fuckeries
AudoManager.GetAudioSource only sets position when no parent xform is passed in
replace text with text meshpro for the what's new panel, fix for the size lerp on the feature panels, color tweak
fix animation and alpha transition for low framerate
Initial commit
initial commit
When a storage container is destroyed, drop an item pouch instead of all items individually
Can no longer put items into loot containers
Network++
baking to assets vcolor painted meshes
Reswizzled pbr base layer pack map 1 and 2
Finished tracker; processor++
Added MeshManager.createEmpty() and MeshManager.copyElement()
adding what's new screenshot
Map is now voxelly looking
Rocket scaffolding LODs/COL