200,696 Commits over 4,171 Days - 2.00cph!
FOR FUCK SAKE hilight Tiles
Fixed water being so ghastly.
Apex work. Changed vehicle namespace name
Shuffling things around to better match the original folder organisation
FOR FUCK SAKE adjust camera tonemaping
FOR FUCK SAKE adjust unit vertical position
decaying corpse flies no longer visible at night
increased view distance of hat/riot helmet/pumpkin
removed cloth cost from wood armor
plants grow faster in sunlight, even faster under ceiling lights
Shuffling things around again
Removed collider and rigidbody from the player_preview prefab
Removed rigidbodies from the player_collision and player_model prefabs (perf test)
Don't add the skinned mesh colliders to the local player
Crossbow lod optimisation
Prefab fixes
folder cleanup
Can remove multiple trucks
Remove AI after mission
cherrypicking truck variants
Truck wreck models/LODs/COL/Prefab
TargetFriendlyUnit flag added to attacks, healer works, combat text colour based on dmg or heal, health gets capepd at max health
magic fx pack, textmesh pro, ui stuff
Truck variants LODs/COL/Prefabs
Added a new junkpile containing the wrecked truck
Manifest
wip attack side calculation
units now have block values for front, sides and back. Attacks use these values. Increased bouncer attack range
Truck polish and optimization
BaseEntity FSM updated every 100ms independant of server framerate
more text mesh usage
Made ragdoll movement non jittery
fsm back to update fuck it
A lot of the values on BasePlayer don't need to be serialized (I don't know if that saves us anything)
Progress (backup checkin)
Fixed landmine_explosion prefab being fucked up and breaking when pooled (smoke_1 and smoke_2 warnings)
Finished infinite grid implementation
mostly fixed auto attacks
Merged latest occlusion culling with infinite sparse grid
Removed static decor from culling