200,729 Commits over 4,171 Days - 2.01cph!
- Moved the machine-name quality setting stuff to GraphicsOptions (because that actually makes sense)
- Removing the "3d" stuff from InfluenceMap
- InfluenceMap.Image is now flipped so it actually matches up with the underlying zone
- Cleaned up InfluenceMap update routines but they're slow as hell anyway
Added ServerRPC Conditional IsActiveItem
Made texture2D.Clear 10x faster, allocates relatively no memory
Map fogofwar saving/loading
Adding Activity variants to persistence, need second opinion
Added ItemModContainerRestriction
Only one map can be equipped at the same time
Fixed player clothes sometimes rebuilding multiple times after change
Cleaning up a bit, or breaking shit...
Apparently these are used for menu state.
Refactored world initialization
Added support for procedural components to custom maps
Added topology filter to cargo plane
got WorldActivity to save and load
added a custom editor for tester to save/load
Added ignore for a debug folder where I can stuff dirty test scripts, without Plastic harassing me with gusto.
some cleanup, and an attempt to save GroupActivity (not sure how to spawn me a group to test tho :D )
FOR FUCK SAKE updating shaderforge
I managed to do so, and it works!
Use only map in beltbar
Follow player until click
FOR FUCK SAKE tweak material
FOR FUCK SAKE burner and camera prefab for new flame and bloom
WIP Mavis forehand volleys
Added NeedsMouseWheel
Added UIEx (extensions for UI)
Misc performance and profiling
Fixed phrases fucking up if newline
Map v1 (just fog of war, no drawing yet)
Fixed the most extreme floating rocks/flowers. Part1/2.
Fixed the most extreme floating rocks/flowers. Part 2/2.
increased the size of the horse by 20%