200,020 Commits over 4,140 Days - 2.01cph!
Entity data object field in debug window
Fixed holosight item showing a phantom file / duplicate error
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Automated Windows Build #347
Automated Linux DS Build #347
Moved projectile calculation into CombatAlgorithms
Automated Windows Build #348
Status effect stuff (proper functionality pending a different tools tweak)
Automated Linux DS Build #348
fixed an issue with several of the LOD models (for animals and weapons) having extraneous vertices ( due to the normals not being unified )
Removing old fields, helper class
Fixed bad conditions drawer
Foldout effect evaluation sets by default
Fixed bad resting flag thing
Data save
Started reworking the player tasks into different types (tutorial type doesn't work yet, so don't use it!)
Fix deadlocks in CMatQueuedRenderContext::ReadPixels, CMatQueuedRenderContext::ReadPixelsAndStretch, CMatQueuedRenderContext::GMOD_FlushQueue
Render queue now flushes when almost full
Disabled EnableThreadedMaterialVarAccess (useless with queued IMaterialVars)
Stopped creaton of some ConVarRefs every frame
Automated Linux Build #349
Automated Windows Build #349
Automated Linux DS Build #349
Automated Linux Build #350
Automated Windows Build #350
Rough implementation of sub tasks (currently relays information through Debug.Log)
Automated Linux DS Build #350
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- Ability pickup UI is now blue to look different from weapons (placeholder, as usual)
- Fixed some crates spawning with no loot
- Fixed time slow shield issues, reduced cooldown
Effect action chain field renames
changed randomNumber so it is between 0 and 1 and then use that as an offset to start animation instead of a speed modifier as it was really annoying when tweaking settings and the animator blowing up and setting idle anim speed to 0
- Player start position is now correctly set if a dummy is specified
- Fixed laser link damage calculation
- Fixed spawned spikeys not being damageable in some conditions
ActionSettings refactor : no longer requires data/instance pair
Fixed some AI designer graph node/data bugs
FOR FUCK SAKE particle texture
FOR FUCK SAKE replace particle effect prefabs
Action state data cleanup
EnableMovementModeSettings action + assets, etc
Effects now validate their add/remove AcitonChains to avoid conflicts with existing Effects on the target Entity