201,078 Commits over 4,171 Days - 2.01cph!
Moving a bunch of thirdparty stuff into Standard Assets to speed up editor recompiles
Deleted unused stuff
Added a bunch of exploit testing rocks to CraggyIsland
Made GetEnumarableOfType faster by returning list of Type
Added Unit.CurrentZone property, set on init
Added special debug replay mode
Unfucked satellite dish prefab
Disabled BaseNetworkable.OnValidate on prefabs that are nested via Scene2Prefab
Unfucked sphere tank prefab
Made warehouse monument a bit more interesting
batching.verbose defaults to false
Fixed MeshBatch refreshing too often
View model updates are pretty much done for now.
-re-renamed units.wolf to unit.wolf
-moved influencemaptypes into its own file
-re-set humans with a 'safety' affector
-added a consideration for safetyAtPoint
batching.verbose can be enabled by everyone
Moving editor files around a bit
Adding art for the pumpkin plants, models, textures, lods, gibs
Missing meta files for the compound walls
RandomStaticObject and RandomStaticPrefab run on the server as well
-made influence consideration more reasonable (ie. 0 influence safety = middle of the curve, -1 safety = 0, 1 safety = 1)
Fixed materials of the small bridge
This folder should not exist (I think)
Wolf prefab affector and rename
Removed foundation from windmill models, updated the skin prefab as well.
tweaked skybox to be lighter, added alarm light with animations
tweaked skybox to be lighter, added alarm light with animations, tweaked lighting on wild west court,
Subdivided road and river meshes into smaller submeshes (easier on the physics system)
Fixed asset create not working for some data types
BeforeDebug work
Rename before debug folder
Nuking and moving some editor utils
Fixed weapon switch on client.
Fixed bug with species creation where unit prefab wouldnt get assigned
Stopped HumanEditor showing handles outside of playmode (caused errors)
-not quite working implementation of a InfMap consideration.
Workshop download/preview in editor