110,876 Commits over 3,897 Days - 1.19cph!
toilet furniture LODs/COLs/Prefabs & textures
gas station level update
improved the muzzle effects for the m2 bradley firing ( cannong / coax gun )
fixed NRE when "spawn bradleyapc" command is used
updated helicopter explosion debris to not be large untextured brown sticks
updated helicopter damage effect to not be large untextured brown sticks
helicopter gun muzzle flashes now aim towards target instead of always aiming straight up
updated helicopter explosion fireballs
Geiger World model, prefab, mats, textures etc
further adjusted some launch site props
tagged certain launch site path nodes as 'straightaways'
bradley will no longer turn 180 degrees when on a straightaway (won't get stuck)
Ak, Beancan grenade, Bone club, Binoculars, D Shotgun, M92, M249, Sawnoff shotgun, Semi auto pistol, Semi auto rifle, Stone spear, Wooden Spear, Thompson - Updated to latest rig & added new arms
Clamp npcs to the ground as we are traversing a navmesh link.
Fixed some issues related to agents getting back to normal movement after completing a navigation link.
Added scattering/fog support to new explosion shaders
removed boxes and cones that would get the bradley stuck
adjusted props to slightly funnel the bradley in hard to navigate areas
preliminary engagement path work - don't allow bradley to turn in straightaways
Closing potential sources of NRE in occludees
Packed another few dozen materials
Minor tweaks to texture usage report tool
Supermarket loot spawn tweaks
Merge from weekend_branch
Supermarket final tweaks and polish
Packed hazmat suit materials
Downscaled hazmat mask textures
Downscaled wood armor and roadsign vest
gas_station update
gas pump LODs/COLs/ Textures and prefab
Downscaled heavy plate jacket and pants
Packer tools support for 48 and 64 bpp
Fixed imageutil savetexture swizzling
Fixed compile warnings
Supermarket cash register
Adjusted some memory pool buffer sizes
Replaced a bunch of "new WaitForSeconds" with "CoroutineEx.waitForSeconds" (eliminates GC allocs)
Added CoroutineEx.waitForFixedUpdate / waitForSeconds / waitForSecondsRealtime
Stripped some unused nature assets that have been replaced by newer assets
Stripped old grass assets
Stripped BehaveAsset icon
Stripped TreePerfTest stuff
Stripped old grass system
Disabled dynamic batching (experiment)
Dynamic Navmesh should include Terrain layer for navmesh generation.
Supermarket magazine stands
reduced horizontal recoil on m92
quick distant bradley engine idle
main cannon min engagement range reduced
Bradley is GC free for targeting
Reverted some buffer pre-allocations (memory usage)
proper target sorting (was inverted)
bradley is louder
bradley contact hurt trigger fixes