256,189 Commits over 3,990 Days - 2.68cph!
fix for new bug that breaks everything. camera controls now editor only.
Enabled Vulkan Graphics API
wip surrender, better handling of game end and closing
FOR FUCK SAKE color/texture
Forgot to re-enable ragdoll creation physics after testing some stuff earlier.
AI work. Walking animation change
Fixed wreckage pooling bug
BaseEntity.RpcResetAnimatorTriggers NRE catch
Fixed server score updating in CTF
Merging in level size bug workaround
Extra bit for the previous commit.
Workaround for network level size bug (Issue #57). Limiting min size to 256.
various armours and anim stuff
made this into a proper game
auto populate hotbar on first load
effect FX can optionally autodestroy
client unreadying when leaving
FX destruction tweaks, various cleanup
CTF should now set ready status depending on player count of each team
Automated Linux DS Build #529
scenario event is static
fixed ranger anims
Added rainbow folders :heart_eyes:
Fixed some weapon prefabs
Automated Windows Build #529
Automated Linux Build #529
Automated Linux DS Build #528
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Automated Windows Build #528
Fixed a possible regression with Favourites server list
Merging character in ground fix
Removed all use of UnityEvent in Triggers
Fixed shitty budget ticker conditions
Added FixedArray overload constructor allowing an ICollection to to passed in to populate the array
Effects.Tick trigger eval budget GC improvements
More budgeting and triggers refactoring
Effects component uses an internal budget for trigger evaluation
Soft shadows now allowed from GQ=2+
Fixed units not having their age set correctly on creation
Moved effect trigger evaluation to the Effects component, called once per game minute
Updated entity id usage to use EntityId rather than int
Cleaned up Wearables prefab retrieval
Probably fixed animation offsets.