197,168 Commits over 4,110 Days - 2.00cph!
fixed clipping on pickaxe vm throw
Make branch compile again.
Duplicate floor option
Fix regen when remove floor clicked
added randomised interior and window decal colours driven via object position to window shader
Removed gc.interval since it's bullshit and the thought of someone having it enabled scares me
Added StringFormatCache (caches the result of repeated string.Format calls with the same arguments)
Eliminated GC allocs from effect path assembly (this affected every single effect spawn)
Found and fixed bug with AI not always ending their turn
Option to loop last wall point
More description fixes and updates
Rooftops now generate for multi floor building
Fix LOD material pop-in on rocks
Fixed animation event prefab paths not being lowercase
More prefab paths that weren't lowercase
Fixed some hardcoded prefab paths in code that weren't lowercase
Removed some crazy inefficient methods from GameManager that should not be used by anything
Eliminated GC allocs from lowercase conversion of prefab names (triggered by spawn handler, decor spawners)
Log warning when having to convert prefab names to lowercase (should never happen)
Added texture usage report tool
Moved all packing tools to tools/textures menu
Fixed roof generation height
Moved roof collision to own object, sets correct layermask
Added AssetNameCache (with GetName / GetNameLower / GetNameUpper extension methods for materials and physic materials)
Eliminated GC allocs from footstep / footprint lookups, hit effect lookups and gib effect lookups
Added wall marker class
roof now generates with collision
Fixed meat coming for a corpse not having the same cooked state as the corpse
update healer model/texture
fix unit panel display
Better display of an entities controller and group in the debug panel
Fixed building addons not inheriting the group and controller of their parent building
Checkpoint gates are open
More complete launchsite pathing for bradley
many movement bugfixes
Bradley Target gathering
Bradley Finds closest node where target is visible to hunt hiding players
Bradley Engine Sounds
Bradley Tread sounds
Rudiementary coaxial gun pass
chimney and ladder updated
Fixed being able to pick up a unit that is already held
Fixed corpse nav mesh agents being turned on when attached to a spit
Ladder LODs, and switch ladder code orientation to match the ladder model.
Fixed a couple of NREs that drug zones were throwing in this branch
Adjusted ladder movement and slowed down climbing up speed
Custom unlock triggers are now working.
Game Modes define which tutorials will be displayed.
Added a time trigger which triggers after a certain amount of time.
Added some animation preview functionality to the Unit Attachments Editor
-Can now toggle on/off unit shoulder carrying animations for more accurate positioning
-Can now preview/modify attachment points for carried units
-Can set carried units into their IsCarried animation state for more accurate positioning
TiledSurface stuff all working ?!
Fixed corpses not getting their isCarried animator state properly set when loading the game