199,294 Commits over 4,140 Days - 2.01cph!
Automated Linux Build #92
Automated Windows Build #92
Automated Linux DS Build #92
Updated controller
Fixed character switch issue
A bit of progress, figured a few things out.
- WIP DataVisualisation test
- Goal data tweaks
added DeuceVFX-LifeSteal_3 to dylan folder
Sat dish add to heightmap on rocks
Removing some deprecated stuff from TerrainConfig
Industrial light fixtures particles cull
Moved convar server.aihandlerms to ai.frametime
Moved convar server.npcrickrate to ai.tickrate
Greatly reduced AI frame time when playing in the editor (better testing perf)
finished texturing stone floor, added stone floor small lightmap
added new stone floor textures and mesh to unity project
Prevent infinite loop in finding best goal recursively.
heli crates are now lootable if the fire is extinguished in water
Fixed vertex lit particles in dx9; limited vertex lights to 6
Added el cheapo scattering/fog to "Particles/Lit Smoke Emissive Flame"
Just added a couple more comments to make the application of recursion in FindBestGoal slightly easier to grasp and understand.
More data vis, some Goal data tweaks
Removed duplicate nodes in debug vis, added panning via MMB
added temple level select image
working on stone blocks and stone props for temple court
Increased hurt blood overlay intensity to 1.0
Merged changes meant for main branch
Split data vis Node into its own file
Added "Open Visualiser" button to Before Inspector/Before Editor Tab toolbars
Replicating state on clients.
back up daily progress plus new sand splat, new rock splat
Cowboy - serve walks & breathe
Cowboy - serve walks, breathe & clips
FOR FUCK SAKE ice asteroid model
!A ice wip floor block
FOR FUCK SAKE player ship laser not to trigger on collision
FOR FUCK SAKE WIP asteroid tile set
FOR FUCK SAKE camera fog setting
FOR FUCK SAKE quality setting, change to no cascade shadow and increased shadow distance
test #2 - fix singleplayer potentially
Automated Linux Build #93
Automated Windows Build #93