193,440 Commits over 4,079 Days - 1.98cph!
new sea edge for island 01
* DColorCombo's palette will update the DColorMixer's color + DColorCombo's margins consistent between tabs
* DNumberScratch.OnValueChanged will no longer have nil value as first argument in some cases
* Added DPropertySheet.GetItems + DPropertySheet.SetupCloseButton margin unfuck
Improvements to serialization.
▆▋▉█▉ ▌▆▍▆ ▌▇▄▇ ▍▉█▍, ▆▍ ▊▆▅ ▊▄▆ ▉█▊▇ ▄▉▍ ▊▌▊▇▍ ▄▉▄ ▅▅▅▇▌▅█▅ ▉▋ █▄▅▆ ▆▅▅▉ ▅▄█▉
Building privilege is emitted by all building blocks that are connected to a tool cupboard
Form input field content/line type support
FormGenerator stores AssemblyQualifiedName of the type we're generating for
Renames
Scenario start month + hour updates season and TOD cycle time on change
File organization
Scene stuff
Bunch of form generation work
Added BeforeAtmosphericScattering shader function
Updated water_edge_ASE shader to use BeforeAtmosphericScattering
Updated atmospheric scattering sampling code
First pass on moving custom terrain navmesh source to Dynamic Navmesh.
current material bound by queued render context is referenced
Spawns can now define an NPC's max roam range.
Updater timer system for timed gang tasks.
More refucktoring of Conditions and Considerations (still not done)
Fixed safes deploying from inventory as actual safes instead of briefcases with safes in.
Remove users and unsub events if trading entity is destroyed.
Fixed trade bugs. Trade items no longer lost if character dies as they're given back BEFORE loot drops.
update hologram effect
texture compression optimisation
wip environment
Rocket factory / fixed walkway LOD's
Rocket factory / made walkway textures more rusted / fixed lighting bugs / opened additional stairway doors / opened up another window
queue texture destruction until render-queue has finished
button to auto add collision and rigid body
Rocket factory / Fixed Lodding issues / added lights to mark usable doors / added broken windows near makeshift walkways
Changes to evaluation target things.
DecisionContext.GetEntity is now passed into the evaluation methods.
Consideration and Condition now take self and target instead of EvaluationTargets.
WIP changing all the considerations and conditions ever.
Only move building to new ID if it was split, not whenever block is removed
When placing block, refresh building ID only if connected blocks mismatch
Seems to be working properly. Needs improvements though.