256,234 Commits over 4,018 Days - 2.66cph!
Fix NRE in
18437 and reapply
Added Tools/Find/Missing Scripts
Fixed missing scripts in neutral_dungeon_lighting prefab
fixed friendly-target abilities after moving a unit, fixed NRE on combat text
Removed PDF from "Content" folder (don't think this is used)
Moved all script assets out of the "Content" folder (presumably irrelevant)
More hit % panel improvements
hit % display logic improvements
First pass ragdoll to dynamic occlusion culling
Optimized player model UpdateVisibility
Optimizations and fixes for occlusion culling
Commented profiling samples on playermodel updateRot/Pos
Fixed profiler sample mismatch in baseplayer-vis
Subtracting
18437 (cc alexrehberg)
damage balance for python
limit clones per cutting to 5
phrases
WIP Buildings refactoring. Upgrades base functionality now working
Fixed shader include paths (Shaders folder now in Assets root)
Improved default interaction validation in BuildingSettings.OnValidate
Optimistically re-saving every prefab with a particlesystem
Building code to namespace
UnitView.LateUpdate animatorSpeed calculation is done before the culling group check
Rainbow folders, QHeirarchy, ASE Updated
Removed old Steamworks.NET
Unit/HumanView culling group test
Updated entity bounds on a bunch of weapons
Adjusted player culling spheres; cleaned up code
Made player culling update every frame it's free and accurate; fallback still uses adaptive rate
Fixed player health bar bug with not unregistering unit death callback
RecalculateBounds takes SkinnedMeshRenderer into account
Chat disabled on game finish. Added chat closed message. Chat clears start of each game.
FOR FUCK SAKE fix player 2 panel alignement
FOR FUCK SAKE playerpanel script, removing toUpper() as the font handle lowercase
Wolf sound polish pass
No more coroutines in the sound system
Python revolver sounds
Mix tweaks
Getting better. Still some really dumb stuff going on.
tweaked positioning of 3rd person python model so it sits better in the hand
fixed 3rd person spear holding so it points in the direction the player is actualy facing
tweaked ak47 3rd person anims
Player belt refactor, pulling out the active item parts into a separate controller. Bit broken at the moment.
Also handling HeldItem destruction - now letting the character object know their item is gone.