200,805 Commits over 4,171 Days - 2.01cph!
reimported all unit stats
blender to fbx export tool
Salvaged hammer optimisation
Enabled instancing on decals, structures, props and some prefabs
More Units folder summaries and cleanup.
Deleted old attack range/area scripts, removed references from unit prefabs
Airfield overgrowth dressing backup
added Attack.Range function to take into account any bonus
updated before building shader with comments and hooked up transparency from the texture to show on the material
Stone hatchet optimisation
apparently these units have changed again ¯\_(?)_/¯ must not have saved unity when I tried to check these in before
building shelter large source
Fixed NRE in UnitPortraitManager init, restored old config values
Fixed missing shader on w3_lake.mat
added comments to animal shader
Updated facepunch.steamworks to latest
Enabled instancing on remaining materials
pathfinding fix for varying height cost
Tribe creation scene uses new navmesh system, rebaked and removed old asset
Removed old navmesh agent toggle hack in UnitManager
meta file had changed.... and merge
Fixed medkit not working anymore. Kinda hacky fix: Made it a holdable item with no model so that it can be selected. See also GitHub issue #69
Fixes #68. Purchases (shops, buildings) now functional again.
Larger, easier to see holosight reticle (including during day)
Fixed doors not syncing correctly when new clients connected by removing some code.
Larger, easier to see holosight reticle (including during day)
Better door fix. Only animated when necessary - moves instantly when new clients connect.
More Units folder summaries and cleanup.
Fixed selected slot visuals not showing up on client + test map update
Added occluder layer; changed occlusion culling mask to Terrain + Occluder layers
Added occluder tag
Disabled shadowd for occluder camera
Enabled instancing for occluders
Added test occluder mesh (collision) to twig foundation and wall
Fixed shadergui parallax related error when creating a new material
Moved Apex AI to the Plugins folder
slightly nerfed meat food items
buffed corn/pumpkin food yield
visual plant hydration via tinting
reworked plant water yield - needs x mls over y time to produce z yield multiplier
reworked clone yield - always 2, extras from healthy (hydrated) plants
quartered arrow crafting time
halved bolt/ak/sar/smg/sap/thompson crafting time
lowered beartrap crafting time
lowered autoturret crafting time
F1 grenade is mainly antipersonnel now, barely any construction damage
F1 grenade much cheaper and doesn't require a spring
F1 grenade quicker throw time/snappier feeling