200,778 Commits over 4,171 Days - 2.01cph!
Adjusted player culling spheres; cleaned up code
Made player culling update every frame it's free and accurate; fallback still uses adaptive rate
Updated entity bounds on a bunch of weapons
Rainbow folders, QHeirarchy, ASE Updated
Removed old Steamworks.NET
Unit/HumanView culling group test
UnitView.LateUpdate animatorSpeed calculation is done before the culling group check
Building code to namespace
Optimistically re-saving every prefab with a particlesystem
WIP Buildings refactoring. Upgrades base functionality now working
Fixed shader include paths (Shaders folder now in Assets root)
Improved default interaction validation in BuildingSettings.OnValidate
damage balance for python
limit clones per cutting to 5
phrases
Subtracting
18437 (cc alexrehberg)
First pass ragdoll to dynamic occlusion culling
Optimized player model UpdateVisibility
Optimizations and fixes for occlusion culling
Commented profiling samples on playermodel updateRot/Pos
Fixed profiler sample mismatch in baseplayer-vis
hit % display logic improvements
More hit % panel improvements
Moved all script assets out of the "Content" folder (presumably irrelevant)
Removed PDF from "Content" folder (don't think this is used)
fixed friendly-target abilities after moving a unit, fixed NRE on combat text
Fixed missing scripts in neutral_dungeon_lighting prefab
Added Tools/Find/Missing Scripts
Fix NRE in
18437 and reapply
Fixed white background on player preview
Update visibility now actually hides parts; keeps shadow under min playercull dist
Optimized update visibility routine, including censorship objs
Fixed weird profiler BeginSample error in editor
Drag/drop working again. Removed debug prints.
python slightly more accurate
python slightly less aim sway
python slightly higher firerate
ignoring and deleteing RainbowFolders, QHJierarchy and SceneMate