200,699 Commits over 4,171 Days - 2.00cph!
Probably fixed animation offsets.
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
Soft shadows now allowed from GQ=2+
Effects component uses an internal budget for trigger evaluation
More budgeting and triggers refactoring
Added FixedArray overload constructor allowing an ICollection to to passed in to populate the array
Effects.Tick trigger eval budget GC improvements
Removed all use of UnityEvent in Triggers
Fixed shitty budget ticker conditions
Merging character in ground fix
Fixed a possible regression with Favourites server list
Automated Windows Build #528
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Automated Linux DS Build #528
Automated Linux Build #529
Automated Windows Build #529
Added rainbow folders :heart_eyes:
Fixed some weapon prefabs
scenario event is static
fixed ranger anims
Automated Linux DS Build #529
CTF should now set ready status depending on player count of each team
FX destruction tweaks, various cleanup
client unreadying when leaving
auto populate hotbar on first load
effect FX can optionally autodestroy
made this into a proper game
various armours and anim stuff
Workaround for network level size bug (Issue #57). Limiting min size to 256.
Extra bit for the previous commit.
Merging in level size bug workaround
Fixed server score updating in CTF
BaseEntity.RpcResetAnimatorTriggers NRE catch
Fixed wreckage pooling bug
AI work. Walking animation change
Forgot to re-enable ragdoll creation physics after testing some stuff earlier.
FOR FUCK SAKE color/texture