200,006 Commits over 4,140 Days - 2.01cph!
LocalDynamicNavMesh should be server only.
Let's encapsulate with UNITY_EDITOR more correctly.
fixed building placement physics checkbox not respecting building rotation
Fixed unit portrait animators being incorrectly aligned when first opening the unit detail view
Fixed Delete button in Load Game screen displaying "Save" as it's text instead of "Delete"
Fixed back button issue on pause menu
Local dynamic navmesh now respect player distance when setting next update interval. If too far away the navmesh isn't updated at all.
Optimization pass - Reducing shader complexity and texture memory consumption on many environment assets LODs
it's nearly working again...
map type value is set in it's data file when the map is created
changed mapName to mapID (string to int) in ProtoBuf and all references
map buttons now grab the map title
maps should now load from the provided map id instead of name (can't test this until I update squad loading too)
Rocket factory helicopter didnt cull - fixed
Slight quality of visuals tweaks on the Rocket at launchpad (was too degraded, popping)
newly crated map files are now correctly flagged as dirty
squad loading
Wrapped some editor functions so build works again
Custom build squad checker now works with new map DB
updated Control1 map to work again
GameHost now picks a random game mode each match
removed radiation, UI fuckery
Added nav_local convar to allow console control over whether to use full dynamic navmesh generation at the start, or use a local navmesh per npc.
Rocket factory optimizations
Cheaper occluder
Less materials on LODs
Added cheaper LOD stages to some objects
Reduced number of materials on LODs
Cheaper materials on LODs
Added LOD materials to rocket factory prefabs
missing from last checkin
Better use of blank space in main menu on smaller resolutions
adding icon font
adding WIP attack info on unit panel
Updated ASE to 1.1.0 dev 002
Replaced PlayerCommandTypes enum with PlayerCommandDefinition asset type, commands UI pulls from these assets so its easier to maintain
Added Mine and Chop jobs, updated all resource entities with correct job and command types
A little database attribute prep/experiment
un-fuck fallbacks.vpk (merge)
Race mission now playable in single player mode
removed a bunch of attributes, added stamina (used by movement, jumping, melee)
Local dynamic navmesh is now aware of when its overlapping a "prevent building" zone, and will increase it's navmesh fidelity when it is. Still a lot of work to do here to make it look good, but it's slightly better.
Working on NPC pathing to drug sell areas as appropriate. Currently incomplete and slow